forked from BilalY/Rasagar
192 lines
9.7 KiB
C#
192 lines
9.7 KiB
C#
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using System;
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using Unity.Collections;
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using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// Utility functions relating to FidelityFX Super Resolution (FSR)
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///
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/// These functions are expected to be used in conjuction with the helper functions provided by FSRCommon.hlsl.
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/// </summary>
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public static class FSRUtils
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{
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/// Shader constant ids used to communicate with the FSR shader implementation
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static class ShaderConstants
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{
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// EASU
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public static readonly int _FsrEasuConstants0 = Shader.PropertyToID("_FsrEasuConstants0");
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public static readonly int _FsrEasuConstants1 = Shader.PropertyToID("_FsrEasuConstants1");
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public static readonly int _FsrEasuConstants2 = Shader.PropertyToID("_FsrEasuConstants2");
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public static readonly int _FsrEasuConstants3 = Shader.PropertyToID("_FsrEasuConstants3");
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// RCAS
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public static readonly int _FsrRcasConstants = Shader.PropertyToID("_FsrRcasConstants");
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}
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/// <summary>
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/// Sets the constant values required by the FSR EASU shader on the provided command buffer
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///
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/// Logic ported from "FsrEasuCon()" in Runtime/PostProcessing/Shaders/ffx/ffx_fsr1.hlsl
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/// </summary>
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/// <param name="cmd">Command buffer to modify</param>
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/// <param name="inputViewportSizeInPixels">This the rendered image resolution being upscaled</param>
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/// <param name="inputImageSizeInPixels">This is the resolution of the resource containing the input image (useful for dynamic resolution)</param>
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/// <param name="outputImageSizeInPixels">This is the display resolution which the input image gets upscaled to</param>
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public static void SetEasuConstants(CommandBuffer cmd, Vector2 inputViewportSizeInPixels, Vector2 inputImageSizeInPixels, Vector2 outputImageSizeInPixels)
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{
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Vector4 constants0;
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Vector4 constants1;
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Vector4 constants2;
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Vector4 constants3;
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// Output integer position to a pixel position in viewport.
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constants0.x = (inputViewportSizeInPixels.x / outputImageSizeInPixels.x);
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constants0.y = (inputViewportSizeInPixels.y / outputImageSizeInPixels.y);
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constants0.z = (0.5f * inputViewportSizeInPixels.x / outputImageSizeInPixels.x - 0.5f);
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constants0.w = (0.5f * inputViewportSizeInPixels.y / outputImageSizeInPixels.y - 0.5f);
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// Viewport pixel position to normalized image space.
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// This is used to get upper-left of 'F' tap.
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constants1.x = (1.0f / inputImageSizeInPixels.x);
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constants1.y = (1.0f / inputImageSizeInPixels.y);
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// Centers of gather4, first offset from upper-left of 'F'.
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// +---+---+
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// | | |
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// +--(0)--+
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// | b | c |
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// +---F---+---+---+
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// | e | f | g | h |
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// +--(1)--+--(2)--+
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// | i | j | k | l |
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// +---+---+---+---+
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// | n | o |
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// +--(3)--+
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// | | |
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// +---+---+
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constants1.z = (1.0f / inputImageSizeInPixels.x);
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constants1.w = (-1.0f / inputImageSizeInPixels.y);
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// These are from (0) instead of 'F'.
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constants2.x = (-1.0f / inputImageSizeInPixels.x);
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constants2.y = (2.0f / inputImageSizeInPixels.y);
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constants2.z = (1.0f / inputImageSizeInPixels.x);
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constants2.w = (2.0f / inputImageSizeInPixels.y);
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constants3.x = (0.0f / inputImageSizeInPixels.x);
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constants3.y = (4.0f / inputImageSizeInPixels.y);
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// Fill the last constant with zeros to avoid using uninitialized memory
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constants3.z = 0.0f;
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constants3.w = 0.0f;
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cmd.SetGlobalVector(ShaderConstants._FsrEasuConstants0, constants0);
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cmd.SetGlobalVector(ShaderConstants._FsrEasuConstants1, constants1);
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cmd.SetGlobalVector(ShaderConstants._FsrEasuConstants2, constants2);
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cmd.SetGlobalVector(ShaderConstants._FsrEasuConstants3, constants3);
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}
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/// <summary>
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/// Sets the constant values required by the FSR EASU shader on the provided command buffer
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///
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/// Logic ported from "FsrEasuCon()" in Runtime/PostProcessing/Shaders/ffx/ffx_fsr1.hlsl
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/// </summary>
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/// <param name="cmd">RasterCommandBuffer/ComputeCommandBuffer/UnsafeCommandBuffer to modify</param>
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/// <param name="inputViewportSizeInPixels">This the rendered image resolution being upscaled</param>
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/// <param name="inputImageSizeInPixels">This is the resolution of the resource containing the input image (useful for dynamic resolution)</param>
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/// <param name="outputImageSizeInPixels">This is the display resolution which the input image gets upscaled to</param>
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public static void SetEasuConstants(BaseCommandBuffer cmd, Vector2 inputViewportSizeInPixels,
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Vector2 inputImageSizeInPixels, Vector2 outputImageSizeInPixels)
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{
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SetEasuConstants(cmd.m_WrappedCommandBuffer, inputViewportSizeInPixels, inputImageSizeInPixels, outputImageSizeInPixels);
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}
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/// <summary>
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/// The maximum sharpness value in stops before the effect of RCAS is no longer visible.
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/// This value is used to map between linear and stops.
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/// </summary>
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internal const float kMaxSharpnessStops = 2.5f;
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/// <summary>
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/// AMD's FidelityFX Super Resolution integration guide recommends a value of 0.2 for the RCAS sharpness parameter when specified in stops
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/// </summary>
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public const float kDefaultSharpnessStops = 0.2f;
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/// <summary>
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/// The default RCAS sharpness parameter as a linear value
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/// </summary>
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public const float kDefaultSharpnessLinear = (1.0f - (kDefaultSharpnessStops / kMaxSharpnessStops));
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/// <summary>
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/// Sets the constant values required by the FSR RCAS shader on the provided command buffer
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///
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/// Logic ported from "FsrRcasCon()" in Runtime/PostProcessing/Shaders/ffx/ffx_fsr1.hlsl
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/// For a more user-friendly version of this function, see SetRcasConstantsLinear().
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/// </summary>
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/// <param name="cmd">Command buffer to modify</param>
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/// <param name="sharpnessStops">The scale is {0.0 := maximum, to N>0, where N is the number of stops(halving) of the reduction of sharpness</param>
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public static void SetRcasConstants(CommandBuffer cmd, float sharpnessStops = kDefaultSharpnessStops)
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{
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// Transform from stops to linear value.
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float sharpnessLinear = Mathf.Pow(2.0f, -sharpnessStops);
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Vector4 constants;
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uint sharpnessAsHalf = Mathf.FloatToHalf(sharpnessLinear);
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int packedSharpness = (int)(sharpnessAsHalf | (sharpnessAsHalf << 16));
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float packedSharpnessAsFloat = BitConverter.Int32BitsToSingle(packedSharpness);
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constants.x = sharpnessLinear;
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constants.y = packedSharpnessAsFloat;
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// Fill the last constant with zeros to avoid using uninitialized memory
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constants.z = 0.0f;
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constants.w = 0.0f;
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cmd.SetGlobalVector(ShaderConstants._FsrRcasConstants, constants);
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}
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/// <summary>
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/// Sets the constant values required by the FSR RCAS shader on the provided command buffer
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///
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/// Equivalent to SetRcasConstants(), but handles the sharpness parameter as a linear value instead of one specified in stops.
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/// This is intended to simplify code that allows users to configure the sharpening behavior from a GUI.
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/// </summary>
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/// <param name="cmd">Command buffer to modify</param>
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/// <param name="sharpnessLinear">The level of intensity of the sharpening filter where 0.0 is the least sharp and 1.0 is the most sharp</param>
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public static void SetRcasConstantsLinear(CommandBuffer cmd, float sharpnessLinear = kDefaultSharpnessLinear)
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{
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// Ensure that the input value is between 0.0 and 1.0 prevent incorrect results
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Assertions.Assert.IsTrue((sharpnessLinear >= 0.0f) && (sharpnessLinear <= 1.0f));
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float sharpnessStops = (1.0f - sharpnessLinear) * kMaxSharpnessStops;
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SetRcasConstants(cmd, sharpnessStops);
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}
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/// <summary>
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/// Sets the constant values required by the FSR RCAS shader on the provided command buffer
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///
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/// Equivalent to SetRcasConstants(), but handles the sharpness parameter as a linear value instead of one specified in stops.
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/// This is intended to simplify code that allows users to configure the sharpening behavior from a GUI.
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/// </summary>
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/// <param name="cmd">RasterCommandBuffer to modify</param>
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/// <param name="sharpnessLinear">The level of intensity of the sharpening filter where 0.0 is the least sharp and 1.0 is the most sharp</param>
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public static void SetRcasConstantsLinear(RasterCommandBuffer cmd, float sharpnessLinear = kDefaultSharpnessLinear)
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{
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SetRcasConstantsLinear(cmd.m_WrappedCommandBuffer, sharpnessLinear);
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}
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/// <summary>
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/// Returns true if FidelityFX Super Resolution (FSR) is supported on the current system
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/// FSR requires the textureGather shader instruction which wasn't supported by OpenGL ES until version 3.1
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/// </summary>
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/// <returns>True if supported</returns>
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public static bool IsSupported()
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{
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return SystemInfo.graphicsShaderLevel >= 45;
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}
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}
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}
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