UnityGame/Library/PackageCache/com.unity.render-pipelines.core/Runtime/Utilities/FSRUtils.cs
2024-10-27 10:53:47 +03:00

192 lines
9.7 KiB
C#

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