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Updated namespaces now that FSR2 and FSR3 are in their own separate sub-namespaces.

master
Nico de Poel 2 years ago
parent
commit
6c4583c0ae
  1. 8
      com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR2UpscalerPlugin.cs
  2. 4
      com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3UpscalerPlugin.cs
  3. 1
      com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/UpscalerPlugin.cs
  4. 2
      fidelityfx.fsr

8
com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR2UpscalerPlugin.cs

@ -1,5 +1,5 @@
using System.Collections.Generic;
using FidelityFX;
using FidelityFX;
using FidelityFX.FSR2;
namespace UnityEngine.Rendering.HighDefinition.AMD.FSR2
{
@ -40,7 +40,7 @@ namespace UnityEngine.Rendering.HighDefinition.AMD.FSR2
public override bool GetRenderResolutionFromQualityMode(FSR2Quality qualityMode, uint displayWidth, uint displayHeight, out uint renderWidth, out uint renderHeight)
{
Fsr3Upscaler.GetRenderResolutionFromQualityMode(out int rw, out int rh, (int)displayWidth, (int)displayHeight, (Fsr3Upscaler.QualityMode)((int)qualityMode + 2));
Fsr2.GetRenderResolutionFromQualityMode(out int rw, out int rh, (int)displayWidth, (int)displayHeight, (Fsr2.QualityMode)((int)qualityMode + 2));
renderWidth = (uint)rw;
renderHeight = (uint)rh;
return true;
@ -48,7 +48,7 @@ namespace UnityEngine.Rendering.HighDefinition.AMD.FSR2
public override float GetUpscaleRatioFromQualityMode(FSR2Quality qualityMode)
{
return Fsr3Upscaler.GetUpscaleRatioFromQualityMode((Fsr3Upscaler.QualityMode)((int)qualityMode + 2));
return Fsr2.GetUpscaleRatioFromQualityMode((Fsr2.QualityMode)((int)qualityMode + 2));
}
}

4
com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/FSR3UpscalerPlugin.cs

@ -1,5 +1,5 @@
using System.Collections.Generic;
using FidelityFX;
using FidelityFX;
using FidelityFX.FSR3;
namespace UnityEngine.Rendering.HighDefinition.AMD.FSR3
{

1
com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Upscalers/UpscalerPlugin.cs

@ -21,6 +21,7 @@ namespace UnityEngine.Rendering.HighDefinition.AMD
public static bool Load() => ActivePlugin.Load();
// HDRP never calls Load() on startup, so we reinterpret IsLoaded() here to mean: is loaded, or possible to be loaded lazily.
public static bool IsLoaded() => ActivePlugin.IsLoaded() || ActivePlugin.isSupported;
/// <summary>

2
fidelityfx.fsr

@ -1 +1 @@
Subproject commit 60f1f1ea37902537aeabfb4f3b59d59b0002f1cc
Subproject commit bbe7290356ad95c08851b7b39074eb34d9291ab3
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