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  • Boost performance with MetalFX Upscaling

    Discover MetalFX, a new API that provides platform optimized graphics effects for Metal applications. With MetalFX Upscaling, your application can now render frames at a lower resolution, reducing rendering time, without compromising rendering quality. We'll also show you how and when to use its two effects: spatial upscaling, which delivers substantial performance gains, and temporal AA and upscaling, which delivers the highest quality rendering.

    Ressources

    • Applying temporal antialiasing and upscaling using MetalFX
    • 4K Video (WWDC22-10103)
    • MetalFX
    • Metal
      • Vidéo HD
      • Vidéo SD

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  • Rechercher dans cette vidéo…
    • 3:39 - Spatial upscaling (initialization)

      // Spatial upscaling (initialization)
      
      let desc = MTLFXSpatialScalerDescriptor()
      desc.inputWidth = 1280
      desc.inputHeight = 720
      desc.outputWidth = 2560
      desc.outputHeight = 1440
      desc.colorTextureFormat = .bgra8Unorm_srgb
      desc.outputTextureFormat = .bgra8Unorm_srgb
      desc.colorProcessingMode = .perceptual
      
      spatialScaler = desc.makeSpatialScaler(device: mtlDevice)
    • 9:16 - Spatial upscaling (per frame)

      // Spatial upscaling (per frame)
      
      // Encode Metal commands to draw game frame here...
      
      // Begin setting per frame properties for effect
      spatialScaler.colorTexture = currentFrameColor
      spatialScaler.outputTexture = currentFrameUpscaledColor
      
      // Encode scaling effect into command buffer
      spatialScaler.encode(commandBuffer: cmdBuffer)
      
      // Encode Metal commands for particle/noise effects and game UI drawing for frame here...
    • 9:16 - Temporal antialiasing and upscaling (initialization)

      // Temporal antialiasing and upscaling (initialization)
      
      let desc = MTLFXTemporalScalerDescriptor()
      desc.inputWidth = 1280
      desc.inputHeight = 720
      desc.outputWidth = 2560
      desc.outputHeight = 1440
      desc.colorTextureFormat = .rgba16Float
      desc.depthTextureFormat = .depth32Float
      desc.motionTextureFormat = .rg16Float
      desc.outputTextureFormat = .rgba16Float
      
      temporalScaler = desc.makeTemporalScaler(device: mtlDevice)
      temporalScaler.motionVectorScale = CGPoint(x: 1280, y: 720)
    • 10:35 - Temporal antialiasing and upscaling (per frame)

      // Temporal antialiasing and upscaling (per frame)
      
      // Encode Metal commands to draw game frame here...
      
      // Setup per frame effect properties
      temporalScaler.resetHistory = firstFrameOrSceneCut
      temporalScaler.colorTexture = currentFrameColor
      temporalScaler.depthTexture = currentFrameDepth
      temporalScaler.motionTexture = currentFrameMotion
      temporalScaler.outputTexture = currentFrameUpscaledColor
      temporalScaler.reversedDepth = reversedDepth
      temporalScaler.jitterOffset = currentFrameJitterOffset
      
      // Encode scaling effect into commandBuffer
      temporalScaler.encode(commandBuffer: cmdBuffer)
      
      // Encode Metal commands for post processing/game UI drawing for frame here...

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