Nico de Poel
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4282b10eb4
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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."
This reverts commit 49d197e60f.
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2 years ago |
Nico de Poel
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49d197e60f
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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.
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2 years ago |
Nico de Poel
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32692053a4
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Small cleanup
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2 years ago |
Nico de Poel
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875b90f6ef
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Simplified backbuffer selection for interpolation source
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2 years ago |
Nico de Poel
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4e29c3dfb4
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Replaced allocating lambda expression with a regular method.
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2 years ago |
Nico de Poel
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01eb878a3e
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Removed pointless dispatch count, when it's only used to check for first execution
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2 years ago |
Nico de Poel
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c215db4017
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Removed a few TODOs for things that have been checked and seem fine
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2 years ago |
Nico de Poel
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4b675d285e
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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.
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2 years ago |
Nico de Poel
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a72e842bee
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Fixed unintentional cap on SPD mip levels
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2 years ago |
Nico de Poel
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279edd4429
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Allocate double buffers only when async compute support is enabled
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2 years ago |
Nico de Poel
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80d63d74fa
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Fixed mipmap bindings when going over the RT's mipmap count, and pick the correct backbuffer to copy for the next frame.
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2 years ago |
Nico de Poel
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910621b019
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Couple of tweaks to facilitate integration
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2 years ago |
Nico de Poel
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ec705e3d8d
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Implemented remaining dispatch code
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2 years ago |
Nico de Poel
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28ca91c32f
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Implemented prepare process and started on main dispatch
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2 years ago |
Nico de Poel
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1fab819f35
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Implemented remaining passes
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2 years ago |
Nico de Poel
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4cd63e62a8
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Implemented a bunch more FI passes
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2 years ago |
Nico de Poel
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57b78d7bac
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Implemented prepare (reconstruct and dilate) pass
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2 years ago |
Nico de Poel
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df9db23e6a
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Set up shader IDs and dispatch descriptions
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2 years ago |
Nico de Poel
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e9c46dfdd7
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Set up pass classes and instances
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2 years ago |
Nico de Poel
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c9f6b3f29d
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Implemented resources and some initialization code and structs
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2 years ago |
Nico de Poel
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88a7c95666
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Added script meta files that weren't generated yet last time around
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2 years ago |
Nico de Poel
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e6c714c02e
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Set up initial skeleton for Frame Interpolation implementation
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2 years ago |
Nico de Poel
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198f2725af
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Renamed namespaces for OF and FI to FrameGen. Logically groups the two together, and it avoids the need for awkward OpticalFlow.OpticalFlow.something references.
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2 years ago |
Nico de Poel
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eeb4095685
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Reworked backbuffer transfer function parameter into a clearly designated enum
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2 years ago |
Nico de Poel
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9a72a8f180
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Implemented the remaining optical flow passes and fixed a few small issues.
Seems to work but it needs more extensive testing.
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2 years ago |
Nico de Poel
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c74320613b
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Reworked multi-level double-buffered resources into arrays of arrays of render textures
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2 years ago |
Nico de Poel
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0701d8bf52
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Moved some helper methods to the static OpticalFlow class
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2 years ago |
Nico de Poel
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4be784e427
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Implemented passes up to and including SCD divergence
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2 years ago |
Nico de Poel
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70121d1516
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Implemented resources, shader IDs, the skeleton for all passes, setup and destruction, a bunch of helper methods and dispatch of the prepare luma pass.
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2 years ago |
Nico de Poel
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07a7571935
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Set up first skeleton for optical flow data structures and dispatching
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2 years ago |
Nico de Poel
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b11aa5e50d
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Added asset container scriptable objects for optical flow and frame interpolation shaders.
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2 years ago |
Nico de Poel
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982fa67761
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Removed unused debug blit shader and renamed some remnants of FSR 3.0 Upscaler back to FSR 2
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2 years ago |
Nico de Poel
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bbe7290356
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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.
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2 years ago |
Nico de Poel
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2ab4c934bd
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Properly release the new intermediate temp RT
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2 years ago |
Nico de Poel
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fd02cc6b15
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Consolidated farthest depth and luma instability RTs into a single reusable intermediate temp RT, as suggested by the reference implementation.
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2 years ago |
Nico de Poel
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60f1f1ea37
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Moved nasty texture array keyword business into the dispatch logic and exposed it as a simple boolean parameter.
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2 years ago |
Nico de Poel
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5703e106fe
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Consolidated texture array-related keywords into a single RP-agnostic global keyword that can be enabled from the HDRP integration.
This also removes the need for the core FSR code to check the current render pipeline and hack in a special HDRP mode.
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2 years ago |
Nico de Poel
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da7cd89e68
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Consolidated all FSR asmdefs into a single one
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2 years ago |
Nico de Poel
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4fa1ea8563
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Changed asmdef filenames to their definitive camel cased versions
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2 years ago |
Nico de Poel
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17f73d826e
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Changed asmdef filenames to something uppercase and temporarily different because Git is being weird
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2 years ago |
Nico de Poel
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f2cb2c5116
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First import of combined FSR2/3 core assets package
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2 years ago |