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fsr1
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First import of combined FSR2/3 core assets package
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2 years ago |
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fsr2
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(FSR2) Clear new locks buffer ahead of the frame instead of at the end of the Accumulate pass. This makes more sense with NewLocks being an aliasable (temp RT) resource, and it avoids reading and writing to the same texture in the Accumulate pass.
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9 months ago |
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fsr3upscaler
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(FSR3) Clear new locks buffer ahead of the frame instead of at the end of the Accumulate pass. This makes more sense with NewLocks being an aliasable (temp RT) resource, and it avoids reading and writing to the same texture in the Accumulate pass.
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9 months ago |
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spd
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_common_types.h
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_common_types.h.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_core.h
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_core.h.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_core_gpu_common.h
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_core_gpu_common.h.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_core_gpu_common_half.h
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_core_gpu_common_half.h.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_core_hlsl.h
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_core_hlsl.h.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_core_portability.h
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_core_portability.h.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr2_accumulate_pass.hlsl
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(FSR2) Clear new locks buffer ahead of the frame instead of at the end of the Accumulate pass. This makes more sense with NewLocks being an aliasable (temp RT) resource, and it avoids reading and writing to the same texture in the Accumulate pass.
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9 months ago |
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ffx_fsr2_accumulate_pass.hlsl.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr2_autogen_reactive_pass.hlsl
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr2_autogen_reactive_pass.hlsl.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr2_compute_luminance_pyramid_pass.hlsl
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Changed auto-exposure texture into a double buffered resource (FSR2), to avoid issues with reading and writing to the same texture in the compute luminance pass. This allows fast exposure convergence without issues on OpenGL and Metal.
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9 months ago |
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ffx_fsr2_compute_luminance_pyramid_pass.hlsl.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr2_depth_clip_pass.hlsl
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr2_depth_clip_pass.hlsl.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr2_lock_pass.hlsl
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr2_lock_pass.hlsl.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr2_rcas_pass.hlsl
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr2_rcas_pass.hlsl.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr2_reconstruct_previous_depth_pass.hlsl
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr2_reconstruct_previous_depth_pass.hlsl.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr2_tcr_autogen_pass.hlsl
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr2_tcr_autogen_pass.hlsl.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr3upscaler_accumulate_pass.hlsl
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(FSR3) Clear new locks buffer ahead of the frame instead of at the end of the Accumulate pass. This makes more sense with NewLocks being an aliasable (temp RT) resource, and it avoids reading and writing to the same texture in the Accumulate pass.
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9 months ago |
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ffx_fsr3upscaler_accumulate_pass.hlsl.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr3upscaler_autogen_reactive_pass.hlsl
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr3upscaler_autogen_reactive_pass.hlsl.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr3upscaler_debug_view_pass.hlsl
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr3upscaler_debug_view_pass.hlsl.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr3upscaler_luma_instability_pass.hlsl
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr3upscaler_luma_instability_pass.hlsl.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr3upscaler_luma_pyramid_pass.hlsl
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Changed auto-exposure texture into a double buffered resource (FSR3), to avoid issues with reading and writing to the same texture in the compute luminance pass. This allows fast exposure convergence without issues on OpenGL and Metal.
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9 months ago |
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ffx_fsr3upscaler_luma_pyramid_pass.hlsl.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr3upscaler_prepare_inputs_pass.hlsl
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr3upscaler_prepare_inputs_pass.hlsl.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr3upscaler_prepare_reactivity_pass.hlsl
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr3upscaler_prepare_reactivity_pass.hlsl.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr3upscaler_rcas_pass.hlsl
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr3upscaler_rcas_pass.hlsl.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr3upscaler_shading_change_pass.hlsl
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr3upscaler_shading_change_pass.hlsl.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr3upscaler_shading_change_pyramid_pass.hlsl
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Reduced number of SPD mip levels used by luma pyramid and shading change pyramid passes by one for OpenGL Core, to ensure they stay within the limit of 8 UAV bindings.
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1 year ago |
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ffx_fsr3upscaler_shading_change_pyramid_pass.hlsl.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr3upscaler_tcr_autogen_pass.hlsl
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First import of combined FSR2/3 core assets package
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2 years ago |
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ffx_fsr3upscaler_tcr_autogen_pass.hlsl.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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fsr1.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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fsr2.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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fsr3upscaler.meta
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First import of combined FSR2/3 core assets package
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2 years ago |
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spd.meta
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First import of combined FSR2/3 core assets package
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2 years ago |