2 Commits (528558d070ecbe6f750145572f0d2919f63da255)

Author SHA1 Message Date
Nico de Poel 528558d070 Implemented base event ID the way Unity's plugin interface actually expects you to: by reserving a range during initialization and storing the base value returned by Unity. 10 months ago
Nico de Poel 5cff14c48b Moved source files into "src" directory and external headers into "include" directory 10 months ago
Nico de Poel 88f5e78fc4 Created separate class for Vulkan implementation based on FFX API, with some additional refactoring 10 months ago
Nico de Poel 19fd96989e Merged FSR 2.2 implementation for DX11 into the plugin, so that it supports all three major Windows graphics APIs. 11 months ago
Nico de Poel b132ce5a2a Added Vulkan implementation based on the upgradable FFX API. Works, but FFX doesn't like it when I link to both DX12 and Vulkan libraries, always picking the first over the other. Means Vulkan will break if DX12 is the first library in the linker list, and vice versa. 11 months ago
Nico de Poel e463345efb Reverted the SetTextures render event, as there is a legit reason (Vulkan) for the convoluted SetTextureEvent method of pushing textures 11 months ago
Nico de Poel eeb43bac2a - Added an extra render event to allow setting all textures in one go, in a way that isn't stupid and inefficient 11 months ago
Nico de Poel f53321bd43 Use ID3D12Resource pointers in the texture table, to remove some unnecessary casts 11 months ago
Nico de Poel bf13cda3ca First bits of integration of FFX upgradable API for creating an upscaler context 11 months ago
Nico de Poel 781b062fca Created initial skeleton of FSR3 native render plugin, with all type declarations and stubbed-out public interface functions. 11 months ago