58 Commits (097eaa960a6a0d7d2807bb29bf3d8a390c750b2c)

Author SHA1 Message Date
Nico de Poel 097eaa960a Refactored resources classes to use common base class 2 years ago
Nico de Poel 3e4e0bb003 Moved SetupDeviceDepthToViewSpaceDepthParams to the common FfxUtils class 2 years ago
Nico de Poel 74a127a40d Further generalized SPD constants and setup 2 years ago
Nico de Poel d583c750d2 Moved SPD setup method into a separate common FfxSpd class 2 years ago
Nico de Poel 328011f7ba Added profiling samplers around the entire FSR2/3 process 2 years ago
Nico de Poel c5130f8236 Renamed frameIndex to bufferIndex 2 years ago
Nico de Poel 3e91f84cf8 Simplified handling of compute buffer data by wrapping it inside a helper class 2 years ago
Nico de Poel 19a74fee45 Created an abstract base class for context objects, with a few common helper methods 2 years ago
Nico de Poel c33ec9d4ed Further abstracted base pass class to allow for passes without shader keyword flags, and to allow custom kernel names. 2 years ago
Nico de Poel 7c923f8ce8 Renamed frameIndex to bufferIndex, which works in all contexts and makes it more clear that it'll be used as an array index 2 years ago
Nico de Poel 13b9b98318 Created additional extension methods to bind various compute shader resources, to make the dispatching code a lot more straightforward. 2 years ago
Nico de Poel 15b380eebf Abstracted some of the common pass code into a new base class for passes. 2 years ago
Nico de Poel 2d446333c1 Created additional shared helped methods for creating lookup textures and the Lanczos2 LUT 2 years ago
Nico de Poel 3bb3d78610 Refactored resource creation to make use of shared helped methods 2 years ago
Nico de Poel 6219d6159d Moved all create/destroy methods for various types of resources to a new common base class 2 years ago
Nico de Poel 9f06f24943 Moved a number of shared static helper methods to a new FfxUtils class 2 years ago
Nico de Poel 4282b10eb4 Revert "Disabling inverted depth flag while I try to figure out what the correct way to deal with this is. For now, this fixes the broken disocclusion mask causing holes in the interpolated frame, which then get filled in with junk by the inpainting pass." 2 years ago
Nico de Poel 49d197e60f Disabling inverted depth flag while I try to figure out what the correct way to deal with this is. For now, this fixes the broken disocclusion mask causing holes in the interpolated frame, which then get filled in with junk by the inpainting pass. 2 years ago
Nico de Poel 32692053a4 Small cleanup 2 years ago
Nico de Poel 875b90f6ef Simplified backbuffer selection for interpolation source 2 years ago
Nico de Poel 4e29c3dfb4 Replaced allocating lambda expression with a regular method. 2 years ago
Nico de Poel 01eb878a3e Removed pointless dispatch count, when it's only used to check for first execution 2 years ago
Nico de Poel c215db4017 Removed a few TODOs for things that have been checked and seem fine 2 years ago
Nico de Poel 4b675d285e Modified inpainting pyramid passes to use a maximum of 7 mip levels. This allows the shaders to stay within the limit of 8 UAV bindings required by DX11.0, and gets rid of Unity's warnings and errors about breaking this limit. 2 years ago
Nico de Poel a72e842bee Fixed unintentional cap on SPD mip levels 2 years ago
Nico de Poel 279edd4429 Allocate double buffers only when async compute support is enabled 2 years ago
Nico de Poel 80d63d74fa Fixed mipmap bindings when going over the RT's mipmap count, and pick the correct backbuffer to copy for the next frame. 2 years ago
Nico de Poel 910621b019 Couple of tweaks to facilitate integration 2 years ago
Nico de Poel ec705e3d8d Implemented remaining dispatch code 2 years ago
Nico de Poel 28ca91c32f Implemented prepare process and started on main dispatch 2 years ago
Nico de Poel 1fab819f35 Implemented remaining passes 2 years ago
Nico de Poel 4cd63e62a8 Implemented a bunch more FI passes 2 years ago
Nico de Poel 57b78d7bac Implemented prepare (reconstruct and dilate) pass 2 years ago
Nico de Poel df9db23e6a Set up shader IDs and dispatch descriptions 2 years ago
Nico de Poel e9c46dfdd7 Set up pass classes and instances 2 years ago
Nico de Poel c9f6b3f29d Implemented resources and some initialization code and structs 2 years ago
Nico de Poel 88a7c95666 Added script meta files that weren't generated yet last time around 2 years ago
Nico de Poel e6c714c02e Set up initial skeleton for Frame Interpolation implementation 2 years ago
Nico de Poel 198f2725af Renamed namespaces for OF and FI to FrameGen. Logically groups the two together, and it avoids the need for awkward OpticalFlow.OpticalFlow.something references. 2 years ago
Nico de Poel eeb4095685 Reworked backbuffer transfer function parameter into a clearly designated enum 2 years ago
Nico de Poel 9a72a8f180 Implemented the remaining optical flow passes and fixed a few small issues. 2 years ago
Nico de Poel c74320613b Reworked multi-level double-buffered resources into arrays of arrays of render textures 2 years ago
Nico de Poel 0701d8bf52 Moved some helper methods to the static OpticalFlow class 2 years ago
Nico de Poel 4be784e427 Implemented passes up to and including SCD divergence 2 years ago
Nico de Poel 70121d1516 Implemented resources, shader IDs, the skeleton for all passes, setup and destruction, a bunch of helper methods and dispatch of the prepare luma pass. 2 years ago
Nico de Poel 07a7571935 Set up first skeleton for optical flow data structures and dispatching 2 years ago
Nico de Poel b11aa5e50d Added asset container scriptable objects for optical flow and frame interpolation shaders. 2 years ago
Nico de Poel 982fa67761 Removed unused debug blit shader and renamed some remnants of FSR 3.0 Upscaler back to FSR 2 2 years ago
Nico de Poel bbe7290356 Moved FSR2 and FSR3 classes into their own sub-namespaces. This fixes an ambiguity when compiling for Unity 2020.x and is also more future-proof with an eye on porting over more FidelityFX technologies. 2 years ago
Nico de Poel 2ab4c934bd Properly release the new intermediate temp RT 2 years ago