From cb4321b8ae4c1125a8cba23ab227923d7fdc26d4 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Mon, 5 Aug 2024 21:56:57 +0200 Subject: [PATCH] Updated shaders and passes to the framework changes --- .../FrameInterpolationPass.cs | 57 +++++++++++-------- Runtime/OpticalFlow/OpticalFlowPass.cs | 30 +++++----- ...ctor_field_inpainting_pyramid_pass.compute | 2 +- ...on_compute_inpainting_pyramid_pass.compute | 2 +- ...frameinterpolation_debug_view_pass.compute | 2 +- ...terpolation_disocclusion_mask_pass.compute | 2 +- ...tion_game_motion_vector_field_pass.compute | 2 +- ...frameinterpolation_inpainting_pass.compute | 2 +- ...ion_optical_flow_vector_field_pass.compute | 2 +- Shaders/ffx_frameinterpolation_pass.compute | 2 +- ...lation_reconstruct_and_dilate_pass.compute | 2 +- ...on_reconstruct_previous_depth_pass.compute | 2 +- .../ffx_frameinterpolation_setup_pass.compute | 2 +- ...low_compute_luminance_pyramid_pass.compute | 2 +- ...pute_optical_flow_advanced_pass_v5.compute | 2 +- ...alflow_compute_scd_divergence_pass.compute | 2 +- ...alflow_filter_optical_flow_pass_v5.compute | 2 +- ...alflow_generate_scd_histogram_pass.compute | 2 +- .../ffx_opticalflow_prepare_luma_pass.compute | 2 +- ...cale_optical_flow_advanced_pass_v5.compute | 2 +- 20 files changed, 64 insertions(+), 59 deletions(-) diff --git a/Runtime/FrameInterpolation/FrameInterpolationPass.cs b/Runtime/FrameInterpolation/FrameInterpolationPass.cs index 2a71d58..8d32b4b 100644 --- a/Runtime/FrameInterpolation/FrameInterpolationPass.cs +++ b/Runtime/FrameInterpolation/FrameInterpolationPass.cs @@ -3,7 +3,7 @@ using UnityEngine.Rendering; namespace FidelityFX.FrameGen { - internal abstract class FrameInterpolationPass: FfxPassWithFlags + internal abstract class FrameInterpolationPass: FfxPassWithFlags { protected readonly FrameInterpolationResources Resources; protected readonly ComputeBuffer Constants; @@ -15,6 +15,16 @@ namespace FidelityFX.FrameGen Constants = constants; } + public void ScheduleDispatch(CommandBuffer commandBuffer, FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ = 1) + { + using (ProfilerSample(commandBuffer)) + { + Dispatch(commandBuffer, dispatchParams, frameIndex, dispatchX, dispatchY, dispatchZ); + } + } + + protected abstract void Dispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ); + protected override void SetupShaderKeywords() { if ((Flags & FrameInterpolation.InitializationFlags.EnableDisplayResolutionMotionVectors) == 0) ComputeShader.EnableKeyword("FFX_FRAMEINTERPOLATION_OPTION_LOW_RES_MOTION_VECTORS"); @@ -31,26 +41,25 @@ namespace FidelityFX.FrameGen InitComputeShader("Reconstruct and Dilate", contextDescription.shaders.reconstructAndDilate); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void Dispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) { } public void ScheduleDispatch(CommandBuffer commandBuffer, FrameInterpolation.PrepareDescription prepareParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ = 1) { - commandBuffer.BeginSample(Sampler); + using (ProfilerSample(commandBuffer)) + { + commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvInputMotionVectors, prepareParams.motionVectors); + commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvInputDepth, prepareParams.depth); - commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvInputMotionVectors, prepareParams.motionVectors); - commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvInputDepth, prepareParams.depth); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.UavReconstructedDepthPreviousFrame, Resources.ReconstructedDepth[frameIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.UavDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.UavDilatedDepth, Resources.DilatedDepth[frameIndex]); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.UavReconstructedDepthPreviousFrame, Resources.ReconstructedDepth[frameIndex]); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.UavDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.UavDilatedDepth, Resources.DilatedDepth[frameIndex]); - - commandBuffer.SetComputeConstantBufferParam(ComputeShader, FrameInterpolationShaderIDs.CbFrameInterpolation, Constants); - - commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, dispatchZ); - - commandBuffer.EndSample(Sampler); + commandBuffer.SetComputeConstantBufferParam(ComputeShader, FrameInterpolationShaderIDs.CbFrameInterpolation, Constants); + + commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, dispatchZ); + } } } @@ -62,7 +71,7 @@ namespace FidelityFX.FrameGen InitComputeShader("Setup", contextDescription.shaders.setup); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void Dispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvOpticalFlowSceneChangeDetection, dispatchParams.opticalFlowSceneChangeDetection); @@ -87,7 +96,7 @@ namespace FidelityFX.FrameGen InitComputeShader("Reconstruct Previous Depth", contextDescription.shaders.reconstructPreviousDepth); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void Dispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvDilatedDepth, Resources.DilatedDepth[frameIndex]); @@ -109,7 +118,7 @@ namespace FidelityFX.FrameGen InitComputeShader("Game Motion Vector Field", contextDescription.shaders.gameMotionVectorField); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void Dispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvDilatedDepth, Resources.DilatedDepth[frameIndex]); @@ -133,7 +142,7 @@ namespace FidelityFX.FrameGen InitComputeShader("Optical Flow Vector Field", contextDescription.shaders.opticalFlowVectorField); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void Dispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) { if (dispatchParams.opticalFlowScale.x > 0f) commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvOpticalFlowVector, dispatchParams.opticalFlowVector); @@ -162,7 +171,7 @@ namespace FidelityFX.FrameGen InitComputeShader("Disocclusion Mask", contextDescription.shaders.disocclusionMask); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void Dispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvGameMotionVectorFieldX, Resources.GameMotionVectorFieldX); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvGameMotionVectorFieldY, Resources.GameMotionVectorFieldY); @@ -187,7 +196,7 @@ namespace FidelityFX.FrameGen InitComputeShader("Interpolation", contextDescription.shaders.interpolation); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void Dispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvGameMotionVectorFieldX, Resources.GameMotionVectorFieldX); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvGameMotionVectorFieldY, Resources.GameMotionVectorFieldY); @@ -219,7 +228,7 @@ namespace FidelityFX.FrameGen InitComputeShader("Inpainting Pyramid", contextDescription.shaders.inpaintingPyramid); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void Dispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvOutput, dispatchParams.output); @@ -247,7 +256,7 @@ namespace FidelityFX.FrameGen InitComputeShader("Inpainting", contextDescription.shaders.inpainting); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void Dispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvOpticalFlowSceneChangeDetection, dispatchParams.opticalFlowSceneChangeDetection); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvInpaintingPyramid, Resources.InpaintingPyramid); @@ -274,7 +283,7 @@ namespace FidelityFX.FrameGen InitComputeShader("Game Vector Field Inpainting Pyramid", contextDescription.shaders.gameVectorFieldInpaintingPyramid); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void Dispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvGameMotionVectorFieldX, Resources.GameMotionVectorFieldX); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvGameMotionVectorFieldY, Resources.GameMotionVectorFieldY); @@ -303,7 +312,7 @@ namespace FidelityFX.FrameGen InitComputeShader("Debug View", contextDescription.shaders.debugView); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void Dispatch(CommandBuffer commandBuffer, in FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvGameMotionVectorFieldX, Resources.GameMotionVectorFieldX); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvGameMotionVectorFieldY, Resources.GameMotionVectorFieldY); diff --git a/Runtime/OpticalFlow/OpticalFlowPass.cs b/Runtime/OpticalFlow/OpticalFlowPass.cs index 1fe56f2..897ac4f 100644 --- a/Runtime/OpticalFlow/OpticalFlowPass.cs +++ b/Runtime/OpticalFlow/OpticalFlowPass.cs @@ -6,7 +6,7 @@ using UnityEngine.Rendering; namespace FidelityFX.FrameGen { - internal abstract class OpticalFlowPass: FfxPassBase + internal abstract class OpticalFlowPass: FfxPassBase { protected readonly OpticalFlowResources Resources; protected readonly ComputeBuffer Constants; @@ -20,17 +20,13 @@ namespace FidelityFX.FrameGen public void ScheduleDispatch(CommandBuffer commandBuffer, in OpticalFlow.DispatchDescription dispatchParams, int bufferIndex, int level, int dispatchX, int dispatchY, int dispatchZ = 1) { - commandBuffer.BeginSample(Sampler); - DoScheduleDispatch(commandBuffer, dispatchParams, bufferIndex, level, dispatchX, dispatchY, dispatchZ); - commandBuffer.EndSample(Sampler); + using (ProfilerSample(commandBuffer)) + { + Dispatch(commandBuffer, dispatchParams, bufferIndex, level, dispatchX, dispatchY, dispatchZ); + } } - protected abstract void DoScheduleDispatch(CommandBuffer commandBuffer, in OpticalFlow.DispatchDescription dispatchParams, int bufferIndex, int level, int dispatchX, int dispatchY, int dispatchZ); - - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in OpticalFlow.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) - { - // Optical Flow dispatch requires an extra `level` parameter, so we don't use this overload - } + protected abstract void Dispatch(CommandBuffer commandBuffer, in OpticalFlow.DispatchDescription dispatchParams, int bufferIndex, int level, int dispatchX, int dispatchY, int dispatchZ); } internal sealed class OpticalFlowPrepareLumaPass : OpticalFlowPass @@ -41,7 +37,7 @@ namespace FidelityFX.FrameGen InitComputeShader("Prepare Luma", contextDescription.shaders.prepareLuma); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in OpticalFlow.DispatchDescription dispatchParams, int bufferIndex, int level, int dispatchX, int dispatchY, int dispatchZ) + protected override void Dispatch(CommandBuffer commandBuffer, in OpticalFlow.DispatchDescription dispatchParams, int bufferIndex, int level, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.SrvInputColor, dispatchParams.color); @@ -64,7 +60,7 @@ namespace FidelityFX.FrameGen InitComputeShader("Generate Optical Flow Input Pyramid", contextDescription.shaders.generateOpticalFlowInputPyramid); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in OpticalFlow.DispatchDescription dispatchParams, int bufferIndex, int level, int dispatchX, int dispatchY, int dispatchZ) + protected override void Dispatch(CommandBuffer commandBuffer, in OpticalFlow.DispatchDescription dispatchParams, int bufferIndex, int level, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlowInput, Resources.OpticalFlowInputLevels[0][bufferIndex]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlowInputLevel1, Resources.OpticalFlowInputLevels[1][bufferIndex]); @@ -89,7 +85,7 @@ namespace FidelityFX.FrameGen InitComputeShader("Generate SCD Histogram", contextDescription.shaders.generateScdHistogram); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in OpticalFlow.DispatchDescription dispatchParams, int bufferIndex, int level, int dispatchX, int dispatchY, int dispatchZ) + protected override void Dispatch(CommandBuffer commandBuffer, in OpticalFlow.DispatchDescription dispatchParams, int bufferIndex, int level, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.SrvOpticalFlowInput, Resources.OpticalFlowInputLevels[0][bufferIndex]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlowScdHistogram, Resources.OpticalFlowSCDHistogram); @@ -108,7 +104,7 @@ namespace FidelityFX.FrameGen InitComputeShader("Compute SCD Divergence", contextDescription.shaders.computeScdDivergence); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in OpticalFlow.DispatchDescription dispatchParams, int bufferIndex, int level, int dispatchX, int dispatchY, int dispatchZ) + protected override void Dispatch(CommandBuffer commandBuffer, in OpticalFlow.DispatchDescription dispatchParams, int bufferIndex, int level, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlowScdHistogram, Resources.OpticalFlowSCDHistogram); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, OpticalFlowShaderIDs.UavOpticalFlowScdPreviousHistogram, Resources.OpticalFlowSCDPreviousHistogram); @@ -129,7 +125,7 @@ namespace FidelityFX.FrameGen InitComputeShader("Optical Flow Search", contextDescription.shaders.computeOpticalFlow); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in OpticalFlow.DispatchDescription dispatchParams, int bufferIndex, int level, int dispatchX, int dispatchY, int dispatchZ) + protected override void Dispatch(CommandBuffer commandBuffer, in OpticalFlow.DispatchDescription dispatchParams, int bufferIndex, int level, int dispatchX, int dispatchY, int dispatchZ) { int levelIndex = bufferIndex ^ (level & 1); @@ -152,7 +148,7 @@ namespace FidelityFX.FrameGen InitComputeShader("Optical Flow Filter", contextDescription.shaders.filterOpticalFlow); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in OpticalFlow.DispatchDescription dispatchParams, int bufferIndex, int level, int dispatchX, int dispatchY, int dispatchZ) + protected override void Dispatch(CommandBuffer commandBuffer, in OpticalFlow.DispatchDescription dispatchParams, int bufferIndex, int level, int dispatchX, int dispatchY, int dispatchZ) { int levelIndex = bufferIndex ^ (level & 1); @@ -182,7 +178,7 @@ namespace FidelityFX.FrameGen InitComputeShader("Optical Flow Scale", contextDescription.shaders.scaleOpticalFlow); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in OpticalFlow.DispatchDescription dispatchParams, int bufferIndex, int level, int dispatchX, int dispatchY, int dispatchZ) + protected override void Dispatch(CommandBuffer commandBuffer, in OpticalFlow.DispatchDescription dispatchParams, int bufferIndex, int level, int dispatchX, int dispatchY, int dispatchZ) { if (level <= 0) return; diff --git a/Shaders/ffx_frameinterpolation_compute_game_vector_field_inpainting_pyramid_pass.compute b/Shaders/ffx_frameinterpolation_compute_game_vector_field_inpainting_pyramid_pass.compute index e061247..d92b689 100644 --- a/Shaders/ffx_frameinterpolation_compute_game_vector_field_inpainting_pyramid_pass.compute +++ b/Shaders/ffx_frameinterpolation_compute_game_vector_field_inpainting_pyramid_pass.compute @@ -28,6 +28,6 @@ #pragma use_dxc #pragma require WaveBasic -#include "ffx_fsr_unity_common.cginc" +#include "ffx_unity_common.cginc" #include "shaders/ffx_frameinterpolation_compute_game_vector_field_inpainting_pyramid_pass.hlsl" diff --git a/Shaders/ffx_frameinterpolation_compute_inpainting_pyramid_pass.compute b/Shaders/ffx_frameinterpolation_compute_inpainting_pyramid_pass.compute index 2451ca5..1a6ab9e 100644 --- a/Shaders/ffx_frameinterpolation_compute_inpainting_pyramid_pass.compute +++ b/Shaders/ffx_frameinterpolation_compute_inpainting_pyramid_pass.compute @@ -28,6 +28,6 @@ #pragma use_dxc #pragma require WaveBasic -#include "ffx_fsr_unity_common.cginc" +#include "ffx_unity_common.cginc" #include "shaders/ffx_frameinterpolation_compute_inpainting_pyramid_pass.hlsl" diff --git a/Shaders/ffx_frameinterpolation_debug_view_pass.compute b/Shaders/ffx_frameinterpolation_debug_view_pass.compute index 226e99b..f9282df 100644 --- a/Shaders/ffx_frameinterpolation_debug_view_pass.compute +++ b/Shaders/ffx_frameinterpolation_debug_view_pass.compute @@ -28,6 +28,6 @@ #pragma use_dxc #pragma require WaveBasic -#include "ffx_fsr_unity_common.cginc" +#include "ffx_unity_common.cginc" #include "shaders/ffx_frameinterpolation_debug_view_pass.hlsl" diff --git a/Shaders/ffx_frameinterpolation_disocclusion_mask_pass.compute b/Shaders/ffx_frameinterpolation_disocclusion_mask_pass.compute index b8875c2..4bd663e 100644 --- a/Shaders/ffx_frameinterpolation_disocclusion_mask_pass.compute +++ b/Shaders/ffx_frameinterpolation_disocclusion_mask_pass.compute @@ -28,6 +28,6 @@ #pragma use_dxc #pragma require WaveBasic -#include "ffx_fsr_unity_common.cginc" +#include "ffx_unity_common.cginc" #include "shaders/ffx_frameinterpolation_disocclusion_mask_pass.hlsl" diff --git a/Shaders/ffx_frameinterpolation_game_motion_vector_field_pass.compute b/Shaders/ffx_frameinterpolation_game_motion_vector_field_pass.compute index d39738f..58e68f1 100644 --- a/Shaders/ffx_frameinterpolation_game_motion_vector_field_pass.compute +++ b/Shaders/ffx_frameinterpolation_game_motion_vector_field_pass.compute @@ -28,6 +28,6 @@ #pragma use_dxc #pragma require WaveBasic -#include "ffx_fsr_unity_common.cginc" +#include "ffx_unity_common.cginc" #include "shaders/ffx_frameinterpolation_game_motion_vector_field_pass.hlsl" diff --git a/Shaders/ffx_frameinterpolation_inpainting_pass.compute b/Shaders/ffx_frameinterpolation_inpainting_pass.compute index ac3d431..0072296 100644 --- a/Shaders/ffx_frameinterpolation_inpainting_pass.compute +++ b/Shaders/ffx_frameinterpolation_inpainting_pass.compute @@ -28,6 +28,6 @@ #pragma use_dxc #pragma require WaveBasic -#include "ffx_fsr_unity_common.cginc" +#include "ffx_unity_common.cginc" #include "shaders/ffx_frameinterpolation_inpainting_pass.hlsl" diff --git a/Shaders/ffx_frameinterpolation_optical_flow_vector_field_pass.compute b/Shaders/ffx_frameinterpolation_optical_flow_vector_field_pass.compute index 0e655a6..514c834 100644 --- a/Shaders/ffx_frameinterpolation_optical_flow_vector_field_pass.compute +++ b/Shaders/ffx_frameinterpolation_optical_flow_vector_field_pass.compute @@ -28,6 +28,6 @@ #pragma use_dxc #pragma require WaveBasic -#include "ffx_fsr_unity_common.cginc" +#include "ffx_unity_common.cginc" #include "shaders/ffx_frameinterpolation_optical_flow_vector_field_pass.hlsl" diff --git a/Shaders/ffx_frameinterpolation_pass.compute b/Shaders/ffx_frameinterpolation_pass.compute index c0bc7b3..801e187 100644 --- a/Shaders/ffx_frameinterpolation_pass.compute +++ b/Shaders/ffx_frameinterpolation_pass.compute @@ -28,6 +28,6 @@ #pragma use_dxc #pragma require WaveBasic -#include "ffx_fsr_unity_common.cginc" +#include "ffx_unity_common.cginc" #include "shaders/ffx_frameinterpolation_pass.hlsl" diff --git a/Shaders/ffx_frameinterpolation_reconstruct_and_dilate_pass.compute b/Shaders/ffx_frameinterpolation_reconstruct_and_dilate_pass.compute index 8ac980f..e24abfe 100644 --- a/Shaders/ffx_frameinterpolation_reconstruct_and_dilate_pass.compute +++ b/Shaders/ffx_frameinterpolation_reconstruct_and_dilate_pass.compute @@ -29,6 +29,6 @@ #pragma use_dxc #pragma require WaveBasic -#include "ffx_fsr_unity_common.cginc" +#include "ffx_unity_common.cginc" #include "shaders/ffx_frameinterpolation_reconstruct_and_dilate_pass.hlsl" diff --git a/Shaders/ffx_frameinterpolation_reconstruct_previous_depth_pass.compute b/Shaders/ffx_frameinterpolation_reconstruct_previous_depth_pass.compute index 9f64a3a..80541b3 100644 --- a/Shaders/ffx_frameinterpolation_reconstruct_previous_depth_pass.compute +++ b/Shaders/ffx_frameinterpolation_reconstruct_previous_depth_pass.compute @@ -28,6 +28,6 @@ #pragma use_dxc #pragma require WaveBasic -#include "ffx_fsr_unity_common.cginc" +#include "ffx_unity_common.cginc" #include "shaders/ffx_frameinterpolation_reconstruct_previous_depth_pass.hlsl" diff --git a/Shaders/ffx_frameinterpolation_setup_pass.compute b/Shaders/ffx_frameinterpolation_setup_pass.compute index bea11ce..f18e64b 100644 --- a/Shaders/ffx_frameinterpolation_setup_pass.compute +++ b/Shaders/ffx_frameinterpolation_setup_pass.compute @@ -28,6 +28,6 @@ #pragma use_dxc #pragma require WaveBasic -#include "ffx_fsr_unity_common.cginc" +#include "ffx_unity_common.cginc" #include "shaders/ffx_frameinterpolation_setup_pass.hlsl" diff --git a/Shaders/ffx_opticalflow_compute_luminance_pyramid_pass.compute b/Shaders/ffx_opticalflow_compute_luminance_pyramid_pass.compute index 72f083a..adae08c 100644 --- a/Shaders/ffx_opticalflow_compute_luminance_pyramid_pass.compute +++ b/Shaders/ffx_opticalflow_compute_luminance_pyramid_pass.compute @@ -25,6 +25,6 @@ #pragma use_dxc #pragma require WaveBasic -#include "ffx_fsr_unity_common.cginc" +#include "ffx_unity_common.cginc" #include "shaders/ffx_opticalflow_compute_luminance_pyramid_pass.hlsl" diff --git a/Shaders/ffx_opticalflow_compute_optical_flow_advanced_pass_v5.compute b/Shaders/ffx_opticalflow_compute_optical_flow_advanced_pass_v5.compute index 03f2b42..540599a 100644 --- a/Shaders/ffx_opticalflow_compute_optical_flow_advanced_pass_v5.compute +++ b/Shaders/ffx_opticalflow_compute_optical_flow_advanced_pass_v5.compute @@ -25,6 +25,6 @@ #pragma use_dxc #pragma require WaveBasic -#include "ffx_fsr_unity_common.cginc" +#include "ffx_unity_common.cginc" #include "shaders/ffx_opticalflow_compute_optical_flow_advanced_pass_v5.hlsl" diff --git a/Shaders/ffx_opticalflow_compute_scd_divergence_pass.compute b/Shaders/ffx_opticalflow_compute_scd_divergence_pass.compute index ed05042..7de4389 100644 --- a/Shaders/ffx_opticalflow_compute_scd_divergence_pass.compute +++ b/Shaders/ffx_opticalflow_compute_scd_divergence_pass.compute @@ -25,6 +25,6 @@ #pragma use_dxc #pragma require WaveBasic -#include "ffx_fsr_unity_common.cginc" +#include "ffx_unity_common.cginc" #include "shaders/ffx_opticalflow_compute_scd_divergence_pass.hlsl" diff --git a/Shaders/ffx_opticalflow_filter_optical_flow_pass_v5.compute b/Shaders/ffx_opticalflow_filter_optical_flow_pass_v5.compute index 9957c08..0c418e4 100644 --- a/Shaders/ffx_opticalflow_filter_optical_flow_pass_v5.compute +++ b/Shaders/ffx_opticalflow_filter_optical_flow_pass_v5.compute @@ -25,6 +25,6 @@ #pragma use_dxc #pragma require WaveBasic -#include "ffx_fsr_unity_common.cginc" +#include "ffx_unity_common.cginc" #include "shaders/ffx_opticalflow_filter_optical_flow_pass_v5.hlsl" diff --git a/Shaders/ffx_opticalflow_generate_scd_histogram_pass.compute b/Shaders/ffx_opticalflow_generate_scd_histogram_pass.compute index 4c024b9..5928d73 100644 --- a/Shaders/ffx_opticalflow_generate_scd_histogram_pass.compute +++ b/Shaders/ffx_opticalflow_generate_scd_histogram_pass.compute @@ -25,6 +25,6 @@ #pragma use_dxc #pragma require WaveBasic -#include "ffx_fsr_unity_common.cginc" +#include "ffx_unity_common.cginc" #include "shaders/ffx_opticalflow_generate_scd_histogram_pass.hlsl" diff --git a/Shaders/ffx_opticalflow_prepare_luma_pass.compute b/Shaders/ffx_opticalflow_prepare_luma_pass.compute index 7b79431..395eb89 100644 --- a/Shaders/ffx_opticalflow_prepare_luma_pass.compute +++ b/Shaders/ffx_opticalflow_prepare_luma_pass.compute @@ -25,6 +25,6 @@ #pragma use_dxc #pragma require WaveBasic -#include "ffx_fsr_unity_common.cginc" +#include "ffx_unity_common.cginc" #include "shaders/ffx_opticalflow_prepare_luma_pass.hlsl" diff --git a/Shaders/ffx_opticalflow_scale_optical_flow_advanced_pass_v5.compute b/Shaders/ffx_opticalflow_scale_optical_flow_advanced_pass_v5.compute index 28e7fdc..5264b0e 100644 --- a/Shaders/ffx_opticalflow_scale_optical_flow_advanced_pass_v5.compute +++ b/Shaders/ffx_opticalflow_scale_optical_flow_advanced_pass_v5.compute @@ -25,6 +25,6 @@ #pragma use_dxc #pragma require WaveBasic -#include "ffx_fsr_unity_common.cginc" +#include "ffx_unity_common.cginc" #include "shaders/ffx_opticalflow_scale_optical_flow_advanced_pass_v5.hlsl"