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Only include FSR2 wrapper plugin on Windows, where the original native plugin actually exists

master
Nico de Poel 2 years ago
parent
commit
6bf1add17a
  1. 2
      com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR2WrapperUpscaler.cs
  2. 2
      com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/UpscalerPlugin.cs

2
com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR2WrapperUpscaler.cs

@ -1,5 +1,6 @@
using System; using System;
#if UNITY_STANDALONE_WIN
namespace UnityEngine.Rendering.HighDefinition.AMD.FSR2Wrapper namespace UnityEngine.Rendering.HighDefinition.AMD.FSR2Wrapper
{ {
/// <summary> /// <summary>
@ -128,3 +129,4 @@ namespace UnityEngine.Rendering.HighDefinition.AMD.FSR2Wrapper
} }
} }
} }
#endif // UNITY_STANDALONE_WIN

2
com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/UpscalerPlugin.cs

@ -10,7 +10,9 @@ namespace UnityEngine.Rendering.HighDefinition.AMD
private static readonly List<UpscalerPlugin> AvailablePlugins = new() private static readonly List<UpscalerPlugin> AvailablePlugins = new()
{ {
new FSR3.FSR3UpscalerPlugin(), new FSR3.FSR3UpscalerPlugin(),
#if UNITY_STANDALONE_WIN
new FSR2Wrapper.FSR2WrapperUpscaler(), new FSR2Wrapper.FSR2WrapperUpscaler(),
#endif
}; };
internal static UpscalerPlugin ActivePlugin = AvailablePlugins[0]; internal static UpscalerPlugin ActivePlugin = AvailablePlugins[0];

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