@ -22,69 +22,70 @@ using UnityEngine;
namespace FidelityFX
{
internal static class Fsr3ShaderIDs
public static class Fsr3ShaderIDs
{
// Shader resource views, i.e. read-only bindings
internal static readonly int SrvInputColor = Shader . PropertyToID ( "r_input_color_jittered" ) ;
internal static readonly int SrvOpaqueOnly = Shader . PropertyToID ( "r_input_opaque_only" ) ;
internal static readonly int SrvInputMotionVectors = Shader . PropertyToID ( "r_input_motion_vectors" ) ;
internal static readonly int SrvInputDepth = Shader . PropertyToID ( "r_input_depth" ) ;
internal static readonly int SrvInputExposure = Shader . PropertyToID ( "r_input_exposure" ) ;
internal static readonly int SrvFrameInfo = Shader . PropertyToID ( "r_frame_info" ) ;
internal static readonly int SrvReactiveMask = Shader . PropertyToID ( "r_reactive_mask" ) ;
internal static readonly int SrvTransparencyAndCompositionMask = Shader . PropertyToID ( "r_transparency_and_composition_mask" ) ;
internal static readonly int SrvReconstructedPrevNearestDepth = Shader . PropertyToID ( "r_reconstructed_previous_nearest_depth" ) ;
internal static readonly int SrvDilatedMotionVectors = Shader . PropertyToID ( "r_dilated_motion_vectors" ) ;
internal static readonly int SrvDilatedDepth = Shader . PropertyToID ( "r_dilated_depth" ) ;
internal static readonly int SrvInternalUpscaled = Shader . PropertyToID ( "r_internal_upscaled_color" ) ;
internal static readonly int SrvAccumulation = Shader . PropertyToID ( "r_accumulation" ) ;
internal static readonly int SrvLumaHistory = Shader . PropertyToID ( "r_luma_history" ) ;
internal static readonly int SrvRcasInput = Shader . PropertyToID ( "r_rcas_input" ) ;
internal static readonly int SrvLanczosLut = Shader . PropertyToID ( "r_lanczos_lut" ) ;
internal static readonly int SrvSpdMips = Shader . PropertyToID ( "r_spd_mips" ) ;
internal static readonly int SrvDilatedReactiveMasks = Shader . PropertyToID ( "r_dilated_reactive_masks" ) ;
internal static readonly int SrvNewLocks = Shader . PropertyToID ( "r_new_locks" ) ;
internal static readonly int SrvFarthestDepth = Shader . PropertyToID ( "r_farthest_depth" ) ;
internal static readonly int SrvFarthestDepthMip1 = Shader . PropertyToID ( "r_farthest_depth_mip1" ) ;
internal static readonly int SrvShadingChange = Shader . PropertyToID ( "r_shading_change" ) ;
internal static readonly int SrvCurrentLuma = Shader . PropertyToID ( "r_current_luma" ) ;
internal static readonly int SrvPreviousLuma = Shader . PropertyToID ( "r_previous_luma" ) ;
internal static readonly int SrvLumaInstability = Shader . PropertyToID ( "r_luma_instability" ) ;
internal static readonly int SrvPrevColorPreAlpha = Shader . PropertyToID ( "r_input_prev_color_pre_alpha" ) ;
internal static readonly int SrvPrevColorPostAlpha = Shader . PropertyToID ( "r_input_prev_color_post_alpha" ) ;
public static readonly int SrvInputColor = Shader . PropertyToID ( "r_input_color_jittered" ) ;
public static readonly int SrvOpaqueOnly = Shader . PropertyToID ( "r_input_opaque_only" ) ;
public static readonly int SrvInputMotionVectors = Shader . PropertyToID ( "r_input_motion_vectors" ) ;
public static readonly int SrvInputDepth = Shader . PropertyToID ( "r_input_depth" ) ;
public static readonly int SrvInputExposure = Shader . PropertyToID ( "r_input_exposure" ) ;
public static readonly int SrvFrameInfo = Shader . PropertyToID ( "r_frame_info" ) ;
public static readonly int SrvReactiveMask = Shader . PropertyToID ( "r_reactive_mask" ) ;
public static readonly int SrvTransparencyAndCompositionMask = Shader . PropertyToID ( "r_transparency_and_composition_mask" ) ;
public static readonly int SrvReconstructedPrevNearestDepth = Shader . PropertyToID ( "r_reconstructed_previous_nearest_depth" ) ;
public static readonly int SrvDilatedMotionVectors = Shader . PropertyToID ( "r_dilated_motion_vectors" ) ;
public static readonly int SrvDilatedDepth = Shader . PropertyToID ( "r_dilated_depth" ) ;
public static readonly int SrvInternalUpscaled = Shader . PropertyToID ( "r_internal_upscaled_color" ) ;
public static readonly int SrvAccumulation = Shader . PropertyToID ( "r_accumulation" ) ;
public static readonly int SrvLumaHistory = Shader . PropertyToID ( "r_luma_history" ) ;
public static readonly int SrvRcasInput = Shader . PropertyToID ( "r_rcas_input" ) ;
public static readonly int SrvLanczosLut = Shader . PropertyToID ( "r_lanczos_lut" ) ;
public static readonly int SrvSpdMips = Shader . PropertyToID ( "r_spd_mips" ) ;
public static readonly int SrvDilatedReactiveMasks = Shader . PropertyToID ( "r_dilated_reactive_masks" ) ;
public static readonly int SrvNewLocks = Shader . PropertyToID ( "r_new_locks" ) ;
public static readonly int SrvFarthestDepth = Shader . PropertyToID ( "r_farthest_depth" ) ;
public static readonly int SrvFarthestDepthMip1 = Shader . PropertyToID ( "r_farthest_depth_mip1" ) ;
public static readonly int SrvShadingChange = Shader . PropertyToID ( "r_shading_change" ) ;
public static readonly int SrvCurrentLuma = Shader . PropertyToID ( "r_current_luma" ) ;
public static readonly int SrvPreviousLuma = Shader . PropertyToID ( "r_previous_luma" ) ;
public static readonly int SrvLumaInstability = Shader . PropertyToID ( "r_luma_instability" ) ;
public static readonly int SrvPrevColorPreAlpha = Shader . PropertyToID ( "r_input_prev_color_pre_alpha" ) ;
public static readonly int SrvPrevColorPostAlpha = Shader . PropertyToID ( "r_input_prev_color_post_alpha" ) ;
// Unordered access views, i.e. random read/write bindings
internal static readonly int UavReconstructedPrevNearestDepth = Shader . PropertyToID ( "rw_reconstructed_previous_nearest_depth" ) ;
internal static readonly int UavDilatedMotionVectors = Shader . PropertyToID ( "rw_dilated_motion_vectors" ) ;
internal static readonly int UavDilatedDepth = Shader . PropertyToID ( "rw_dilated_depth" ) ;
internal static readonly int UavInternalUpscaled = Shader . PropertyToID ( "rw_internal_upscaled_color" ) ;
internal static readonly int UavAccumulation = Shader . PropertyToID ( "rw_accumulation" ) ;
internal static readonly int UavLumaHistory = Shader . PropertyToID ( "rw_luma_history" ) ;
internal static readonly int UavUpscaledOutput = Shader . PropertyToID ( "rw_upscaled_output" ) ;
internal static readonly int UavDilatedReactiveMasks = Shader . PropertyToID ( "rw_dilated_reactive_masks" ) ;
internal static readonly int UavFrameInfo = Shader . PropertyToID ( "rw_frame_info" ) ;
internal static readonly int UavSpdAtomicCount = Shader . PropertyToID ( "rw_spd_global_atomic" ) ;
internal static readonly int UavNewLocks = Shader . PropertyToID ( "rw_new_locks" ) ;
internal static readonly int UavAutoReactive = Shader . PropertyToID ( "rw_output_autoreactive" ) ;
internal static readonly int UavShadingChange = Shader . PropertyToID ( "rw_shading_change" ) ;
internal static readonly int UavFarthestDepth = Shader . PropertyToID ( "rw_farthest_depth" ) ;
internal static readonly int UavFarthestDepthMip1 = Shader . PropertyToID ( "rw_farthest_depth_mip1" ) ;
internal static readonly int UavCurrentLuma = Shader . PropertyToID ( "rw_current_luma" ) ;
internal static readonly int UavLumaInstability = Shader . PropertyToID ( "rw_luma_instability" ) ;
internal static readonly int UavSpdMip0 = Shader . PropertyToID ( "rw_spd_mip0" ) ;
internal static readonly int UavSpdMip1 = Shader . PropertyToID ( "rw_spd_mip1" ) ;
internal static readonly int UavSpdMip2 = Shader . PropertyToID ( "rw_spd_mip2" ) ;
internal static readonly int UavSpdMip3 = Shader . PropertyToID ( "rw_spd_mip3" ) ;
internal static readonly int UavSpdMip4 = Shader . PropertyToID ( "rw_spd_mip4" ) ;
internal static readonly int UavSpdMip5 = Shader . PropertyToID ( "rw_spd_mip5" ) ;
internal static readonly int UavAutoComposition = Shader . PropertyToID ( "rw_output_autocomposition" ) ;
internal static readonly int UavPrevColorPreAlpha = Shader . PropertyToID ( "rw_output_prev_color_pre_alpha" ) ;
internal static readonly int UavPrevColorPostAlpha = Shader . PropertyToID ( "rw_output_prev_color_post_alpha" ) ;
public static readonly int UavReconstructedPrevNearestDepth = Shader . PropertyToID ( "rw_reconstructed_previous_nearest_depth" ) ;
public static readonly int UavDilatedMotionVectors = Shader . PropertyToID ( "rw_dilated_motion_vectors" ) ;
public static readonly int UavDilatedDepth = Shader . PropertyToID ( "rw_dilated_depth" ) ;
public static readonly int UavInternalUpscaled = Shader . PropertyToID ( "rw_internal_upscaled_color" ) ;
public static readonly int UavAccumulation = Shader . PropertyToID ( "rw_accumulation" ) ;
public static readonly int UavLumaHistory = Shader . PropertyToID ( "rw_luma_history" ) ;
public static readonly int UavUpscaledOutput = Shader . PropertyToID ( "rw_upscaled_output" ) ;
public static readonly int UavDilatedReactiveMasks = Shader . PropertyToID ( "rw_dilated_reactive_masks" ) ;
public static readonly int UavFrameInfo = Shader . PropertyToID ( "rw_frame_info" ) ;
public static readonly int UavSpdAtomicCount = Shader . PropertyToID ( "rw_spd_global_atomic" ) ;
public static readonly int UavNewLocks = Shader . PropertyToID ( "rw_new_locks" ) ;
public static readonly int UavAutoReactive = Shader . PropertyToID ( "rw_output_autoreactive" ) ;
public static readonly int UavShadingChange = Shader . PropertyToID ( "rw_shading_change" ) ;
public static readonly int UavFarthestDepth = Shader . PropertyToID ( "rw_farthest_depth" ) ;
public static readonly int UavFarthestDepthMip1 = Shader . PropertyToID ( "rw_farthest_depth_mip1" ) ;
public static readonly int UavCurrentLuma = Shader . PropertyToID ( "rw_current_luma" ) ;
public static readonly int UavLumaInstability = Shader . PropertyToID ( "rw_luma_instability" ) ;
public static readonly int UavIntermediate = Shader . PropertyToID ( "rw_intermediate_fp16x1" ) ;
public static readonly int UavSpdMip0 = Shader . PropertyToID ( "rw_spd_mip0" ) ;
public static readonly int UavSpdMip1 = Shader . PropertyToID ( "rw_spd_mip1" ) ;
public static readonly int UavSpdMip2 = Shader . PropertyToID ( "rw_spd_mip2" ) ;
public static readonly int UavSpdMip3 = Shader . PropertyToID ( "rw_spd_mip3" ) ;
public static readonly int UavSpdMip4 = Shader . PropertyToID ( "rw_spd_mip4" ) ;
public static readonly int UavSpdMip5 = Shader . PropertyToID ( "rw_spd_mip5" ) ;
public static readonly int UavAutoComposition = Shader . PropertyToID ( "rw_output_autocomposition" ) ;
public static readonly int UavPrevColorPreAlpha = Shader . PropertyToID ( "rw_output_prev_color_pre_alpha" ) ;
public static readonly int UavPrevColorPostAlpha = Shader . PropertyToID ( "rw_output_prev_color_post_alpha" ) ;
// Constant buffer bindings
internal static readonly int CbFsr3Upscaler = Shader . PropertyToID ( "cbFSR3Upscaler" ) ;
internal static readonly int CbSpd = Shader . PropertyToID ( "cbSPD" ) ;
internal static readonly int CbRcas = Shader . PropertyToID ( "cbRCAS" ) ;
internal static readonly int CbGenReactive = Shader . PropertyToID ( "cbGenerateReactive" ) ;
public static readonly int CbFsr3Upscaler = Shader . PropertyToID ( "cbFSR3Upscaler" ) ;
public static readonly int CbSpd = Shader . PropertyToID ( "cbSPD" ) ;
public static readonly int CbRcas = Shader . PropertyToID ( "cbRCAS" ) ;
public static readonly int CbGenReactive = Shader . PropertyToID ( "cbGenerateReactive" ) ;
}
}