13 Commits (33f410125f4701929fa492c878d7d77bf5b4e70c)

Author SHA1 Message Date
Nico de Poel 33f410125f Minor cleanup 2 years ago
Nico de Poel 452f9e13a9 Turned all dispatch descriptions into structs with a default value, applied in-parameters wherever appropriate, renamed a few things, and made pass references use the most derived type. 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 9f06f24943 Moved a number of shared static helper methods to a new FfxUtils class 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 60f1f1ea37 Moved nasty texture array keyword business into the dispatch logic and exposed it as a simple boolean parameter. 2 years ago
Nico de Poel f2cb2c5116 First import of combined FSR2/3 core assets package 2 years ago