Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


GraphicsDevice

Provides the main entry point for the AMD Module. Use this to interact with the FSR2 feature.
Read time 2 minutesLast updated 6 days ago

Definition

public class GraphicsDevice

Remarks

The
GraphicsDevice
includes an interface for creating and managing feature contexts, handling FSR2 command execution, and providing utility methods for quality mode resolution management.
GraphicsDevice
is needed to implement FSR2 outside of the built-in integration to the HDRP Dynamic Resolution.
Before using
GraphicsDevice
, ensure the AMDUnityPlugin is loaded and the device is initialized via GraphicsDevice.CreateGraphicsDevice.

Examples

using UnityEngine;using UnityEngine.Rendering;using UnityEngine.Rendering.HighDefinition;using UnityEngine.AMD;// Example HDRP custom pass public class CustomFSRPass : CustomPass{ public static bool EnsureAMDPluginLoaded() { if (!AMDUnityPlugin.IsLoaded()) { Debug.Log("AMDUnityPlugin is not loaded!"); if (!AMDUnityPlugin.Load()) { Debug.LogError("Unable to load AMDUnityPlugin"); return false; } } Debug.Log("AMDUnityPlugin is successfully loaded!"); return true; } void InitializeAMDDevice() { if (!EnsureAMDPluginLoaded()) return; // AMDUnityPlugin initialization will handle device creation for us. // In case the device is not created, we call the static method GraphicsDevice.CreateGraphicsDevice(). amdDevice = GraphicsDevice.device == null ? GraphicsDevice.CreateGraphicsDevice() : GraphicsDevice.device; Debug.LogFormat("AMD.GraphicsDevice initialized w/ version {0}", GraphicsDevice.version); } protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd) { if (amdDevice == null) { InitializeAMDDevice(); } float scalingRatio = fsr2Context == null ? 1.0f : amdDevice.GetUpscaleRatioFromQualityMode(m_Quality); fsr2OutputColorBuffer = RTHandles.Alloc( new Vector2(scalingRatio, scalingRatio), dimension: TextureDimension.Tex2D, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, name: "fsr2OutputColorBuffer", enableRandomWrite: true ); // other pass setup code } protected override void Execute(CustomPassContext ctx) { bool initializeFsr2Context = fsr2Context == null || HasInputResolutionChanged(ctx) || HasOutputResolutionChanged(ctx); if (initializeFsr2Context) { if (fsr2Context != null) { amdDevice.DestroyFeature(ctx.cmd, fsr2Context); fsr2Context = null; } FSR2CommandInitializationData initData = new FSR2CommandInitializationData(); // populate initData fsr2Context = amdDevice.CreateFeature(ctx.cmd, initData); } fsr2Context.executeData.enableSharpening = m_EnableSharpening ? 1 : 0; // populate rest of fsr2Context.executeData FSR2TextureTable fsr2TextureTable = new FSR2TextureTable() { // populate texture table }; amdDevice.ExecuteFSR2(ctx.cmd, fsr2Context, fsr2TextureTable); } protected override void Cleanup() { // pass cleanup code // No explicit clean up is necessary for AMD.GraphicsDevice, all handled internally } private GraphicsDevice amdDevice = null; private FSR2Context fsr2Context = null; private RTHandle fsr2OutputColorBuffer; // other member variables}

Static Properties

Property

Description

deviceGets the device created by GraphicsDevice.CreateGraphicsDevice. If the device hasn't been created this property evaluates to null.
versionGets the version that corresponds to the Unity host plugin that manages the AMD.AMDUnityPlugin official library.

Methods

Method

Description

CreateFeatureCreates an FSR2Context object.
DestroyFeatureDestroys a specific FSR2Context created with GraphicsDevice.CreateFeature.
ExecuteFSR2Records the execution of the FSR2 pass into a rendering command buffer. This call does not execute the command buffer, it only appends custom commands into it.
GetRenderResolutionFromQualityModeQueries the resolution configuration from a specified quality mode preset.
GetUpscaleRatioFromQualityModeGets a precomputed upscaling ratio based on a preset quality setting.

Static Methods

Method

Description

CreateGraphicsDeviceCreates the main API object. Call this method only once in your application.