Browse Source

Added compute shaders for all frame interpolation passes, configured them to compile with DXC and wave operation support.

fsr3framegen
Nico de Poel 2 years ago
parent
commit
941bf006a2
  1. 30
      Shaders/ffx_frameinterpolation_compute_game_vector_field_inpainting_pyramid_pass.compute
  2. 8
      Shaders/ffx_frameinterpolation_compute_game_vector_field_inpainting_pyramid_pass.compute.meta
  3. 30
      Shaders/ffx_frameinterpolation_compute_inpainting_pyramid_pass.compute
  4. 8
      Shaders/ffx_frameinterpolation_compute_inpainting_pyramid_pass.compute.meta
  5. 30
      Shaders/ffx_frameinterpolation_debug_view_pass.compute
  6. 8
      Shaders/ffx_frameinterpolation_debug_view_pass.compute.meta
  7. 30
      Shaders/ffx_frameinterpolation_disocclusion_mask_pass.compute
  8. 8
      Shaders/ffx_frameinterpolation_disocclusion_mask_pass.compute.meta
  9. 30
      Shaders/ffx_frameinterpolation_game_motion_vector_field_pass.compute
  10. 8
      Shaders/ffx_frameinterpolation_game_motion_vector_field_pass.compute.meta
  11. 30
      Shaders/ffx_frameinterpolation_inpainting_pass.compute
  12. 8
      Shaders/ffx_frameinterpolation_inpainting_pass.compute.meta
  13. 30
      Shaders/ffx_frameinterpolation_optical_flow_vector_field_pass.compute
  14. 8
      Shaders/ffx_frameinterpolation_optical_flow_vector_field_pass.compute.meta
  15. 30
      Shaders/ffx_frameinterpolation_pass.compute
  16. 8
      Shaders/ffx_frameinterpolation_pass.compute.meta
  17. 30
      Shaders/ffx_frameinterpolation_reconstruct_and_dilate_pass.compute
  18. 8
      Shaders/ffx_frameinterpolation_reconstruct_and_dilate_pass.compute.meta
  19. 30
      Shaders/ffx_frameinterpolation_reconstruct_previous_depth_pass.compute
  20. 8
      Shaders/ffx_frameinterpolation_reconstruct_previous_depth_pass.compute.meta
  21. 30
      Shaders/ffx_frameinterpolation_setup_pass.compute
  22. 8
      Shaders/ffx_frameinterpolation_setup_pass.compute.meta
  23. 2
      Shaders/shaders/frameinterpolation/ffx_frameinterpolation_callbacks_hlsl.h
  24. 2
      Shaders/shaders/frameinterpolation/ffx_frameinterpolation_compute_game_vector_field_inpainting_pyramid.h
  25. 2
      Shaders/shaders/frameinterpolation/ffx_frameinterpolation_compute_inpainting_pyramid.h

30
Shaders/ffx_frameinterpolation_compute_game_vector_field_inpainting_pyramid_pass.compute

@ -0,0 +1,30 @@
// Copyright (c) 2024 Nico de Poel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma kernel CS
#pragma use_dxc
#pragma require WaveBasic
#include "ffx_fsr_unity_common.cginc"
#include "shaders/ffx_frameinterpolation_compute_game_vector_field_inpainting_pyramid_pass.hlsl"

8
Shaders/ffx_frameinterpolation_compute_game_vector_field_inpainting_pyramid_pass.compute.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: e9b3faa41d2279344857aa1643c74c54
ComputeShaderImporter:
externalObjects: {}
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

30
Shaders/ffx_frameinterpolation_compute_inpainting_pyramid_pass.compute

@ -0,0 +1,30 @@
// Copyright (c) 2024 Nico de Poel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma kernel CS
#pragma use_dxc
#pragma require WaveBasic
#include "ffx_fsr_unity_common.cginc"
#include "shaders/ffx_frameinterpolation_compute_inpainting_pyramid_pass.hlsl"

8
Shaders/ffx_frameinterpolation_compute_inpainting_pyramid_pass.compute.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: b171a3b3146508a4ebe6ecf70d112568
ComputeShaderImporter:
externalObjects: {}
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

30
Shaders/ffx_frameinterpolation_debug_view_pass.compute

@ -0,0 +1,30 @@
// Copyright (c) 2024 Nico de Poel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma kernel CS
#pragma use_dxc
#pragma require WaveBasic
#include "ffx_fsr_unity_common.cginc"
#include "shaders/ffx_frameinterpolation_debug_view_pass.hlsl"

8
Shaders/ffx_frameinterpolation_debug_view_pass.compute.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 63512d6a875b7f749b69f1e1dab1db24
ComputeShaderImporter:
externalObjects: {}
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

30
Shaders/ffx_frameinterpolation_disocclusion_mask_pass.compute

@ -0,0 +1,30 @@
// Copyright (c) 2024 Nico de Poel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma kernel CS
#pragma use_dxc
#pragma require WaveBasic
#include "ffx_fsr_unity_common.cginc"
#include "shaders/ffx_frameinterpolation_disocclusion_mask_pass.hlsl"

8
Shaders/ffx_frameinterpolation_disocclusion_mask_pass.compute.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: eff2ebf6818194848a6bda41001d845a
ComputeShaderImporter:
externalObjects: {}
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

30
Shaders/ffx_frameinterpolation_game_motion_vector_field_pass.compute

@ -0,0 +1,30 @@
// Copyright (c) 2024 Nico de Poel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma kernel CS
#pragma use_dxc
#pragma require WaveBasic
#include "ffx_fsr_unity_common.cginc"
#include "shaders/ffx_frameinterpolation_game_motion_vector_field_pass.hlsl"

8
Shaders/ffx_frameinterpolation_game_motion_vector_field_pass.compute.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 71e44c470ff3d6346b75aaa5edc608b5
ComputeShaderImporter:
externalObjects: {}
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

30
Shaders/ffx_frameinterpolation_inpainting_pass.compute

@ -0,0 +1,30 @@
// Copyright (c) 2024 Nico de Poel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma kernel CS
#pragma use_dxc
#pragma require WaveBasic
#include "ffx_fsr_unity_common.cginc"
#include "shaders/ffx_frameinterpolation_inpainting_pass.hlsl"

8
Shaders/ffx_frameinterpolation_inpainting_pass.compute.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: d9affbaf53b13854898a7fd84c66e487
ComputeShaderImporter:
externalObjects: {}
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

30
Shaders/ffx_frameinterpolation_optical_flow_vector_field_pass.compute

@ -0,0 +1,30 @@
// Copyright (c) 2024 Nico de Poel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma kernel CS
#pragma use_dxc
#pragma require WaveBasic
#include "ffx_fsr_unity_common.cginc"
#include "shaders/ffx_frameinterpolation_optical_flow_vector_field_pass.hlsl"

8
Shaders/ffx_frameinterpolation_optical_flow_vector_field_pass.compute.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: b89c0efd0c4ccad468e76ded24ac4bdf
ComputeShaderImporter:
externalObjects: {}
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

30
Shaders/ffx_frameinterpolation_pass.compute

@ -0,0 +1,30 @@
// Copyright (c) 2024 Nico de Poel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma kernel CS
#pragma use_dxc
#pragma require WaveBasic
#include "ffx_fsr_unity_common.cginc"
#include "shaders/ffx_frameinterpolation_pass.hlsl"

8
Shaders/ffx_frameinterpolation_pass.compute.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 58d390c8d43f74c42832f68ef4597133
ComputeShaderImporter:
externalObjects: {}
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

30
Shaders/ffx_frameinterpolation_reconstruct_and_dilate_pass.compute

@ -0,0 +1,30 @@
// Copyright (c) 2024 Nico de Poel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma kernel CS
#pragma use_dxc
#pragma require WaveBasic
#include "ffx_fsr_unity_common.cginc"
#include "shaders/ffx_frameinterpolation_reconstruct_and_dilate_pass.hlsl"

8
Shaders/ffx_frameinterpolation_reconstruct_and_dilate_pass.compute.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 8502d70e8836f5e4c818069fbc90a683
ComputeShaderImporter:
externalObjects: {}
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

30
Shaders/ffx_frameinterpolation_reconstruct_previous_depth_pass.compute

@ -0,0 +1,30 @@
// Copyright (c) 2024 Nico de Poel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma kernel CS
#pragma use_dxc
#pragma require WaveBasic
#include "ffx_fsr_unity_common.cginc"
#include "shaders/ffx_frameinterpolation_reconstruct_previous_depth_pass.hlsl"

8
Shaders/ffx_frameinterpolation_reconstruct_previous_depth_pass.compute.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: b665305f7d728ed478c661e3d0fa4d46
ComputeShaderImporter:
externalObjects: {}
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

30
Shaders/ffx_frameinterpolation_setup_pass.compute

@ -0,0 +1,30 @@
// Copyright (c) 2024 Nico de Poel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma kernel CS
#pragma use_dxc
#pragma require WaveBasic
#include "ffx_fsr_unity_common.cginc"
#include "shaders/ffx_frameinterpolation_setup_pass.hlsl"

8
Shaders/ffx_frameinterpolation_setup_pass.compute.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: b4821f6dac05a804e9ad78b957888248
ComputeShaderImporter:
externalObjects: {}
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

2
Shaders/shaders/frameinterpolation/ffx_frameinterpolation_callbacks_hlsl.h

@ -27,7 +27,7 @@
#pragma dxc diagnostic push
#pragma dxc diagnostic ignored "-Wambig-lit-shift"
#endif //__hlsl_dx_compiler
#include "ffx_core.h"
#include "../ffx_core.h"
#ifdef __hlsl_dx_compiler
#pragma dxc diagnostic pop
#endif //__hlsl_dx_compiler

2
Shaders/shaders/frameinterpolation/ffx_frameinterpolation_compute_game_vector_field_inpainting_pyramid.h

@ -105,7 +105,7 @@ FfxFloat32x4 SpdReduce4(FfxFloat32x4 v0, FfxFloat32x4 v1, FfxFloat32x4 v2, FfxFl
return vec;
}
#include "spd/ffx_spd.h"
#include "../spd/ffx_spd.h"
void computeFrameinterpolationGameVectorFieldInpaintingPyramid(FfxInt32x3 iGroupId, FfxInt32 iLocalIndex)
{

2
Shaders/shaders/frameinterpolation/ffx_frameinterpolation_compute_inpainting_pyramid.h

@ -104,7 +104,7 @@ FfxFloat32x4 SpdReduce4(FfxFloat32x4 v0, FfxFloat32x4 v1, FfxFloat32x4 v2, FfxFl
return (v0 * w[0] + v1 * w[1] + v2 * w[2] + v3 * w[3]) / sum;
}
#include "spd/ffx_spd.h"
#include "../spd/ffx_spd.h"
void computeFrameinterpolationInpaintingPyramid(FfxInt32x3 iGroupId, FfxInt32 iLocalIndex)
{

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