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Fixes for TCR auto-gen pass

fsr3.1
Nico de Poel 2 years ago
parent
commit
9d99cb157a
  1. 2
      Assets/Shaders/FSR3/ffx_fsr3upscaler_tcr_autogen_pass.compute
  2. 4
      Assets/Shaders/FSR3/shaders/ffx_fsr3upscaler_tcr_autogen_pass.hlsl
  3. 4
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h

2
Assets/Shaders/FSR3/ffx_fsr3upscaler_tcr_autogen_pass.compute

@ -1,4 +1,4 @@
// Copyright (c) 2023 Nico de Poel
// Copyright (c) 2024 Nico de Poel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal

4
Assets/Shaders/FSR3/shaders/ffx_fsr3upscaler_tcr_autogen_pass.hlsl

@ -24,8 +24,8 @@
#define FSR3UPSCALER_BIND_SRV_INPUT_MOTION_VECTORS 2
#define FSR3UPSCALER_BIND_SRV_PREV_PRE_ALPHA_COLOR 3
#define FSR3UPSCALER_BIND_SRV_PREV_POST_ALPHA_COLOR 4
#define FSR3UPSCALER_BIND_SRV_REACTIVE_MASK 4
#define FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK 5
#define FSR3UPSCALER_BIND_SRV_REACTIVE_MASK 5
#define FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK 6
#define FSR3UPSCALER_BIND_UAV_AUTOREACTIVE 0
#define FSR3UPSCALER_BIND_UAV_AUTOCOMPOSITION 1

4
Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h

@ -822,7 +822,7 @@ FfxFloat32x3 LoadOpaqueOnly(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
#endif
#if defined(FSR3UPSCALER_BIND_SRV_PREV_PRE_ALPHA_COLOR)
Texture2D<float3> r_input_prev_color_pre_alpha : FFX_FSR3UPSCALER_DECLARE_SRV(FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_PREV_PRE_ALPHA_COLOR);
Texture2D<float3> r_input_prev_color_pre_alpha : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_PREV_PRE_ALPHA_COLOR);
FfxFloat32x3 LoadPrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
{
@ -831,7 +831,7 @@ FfxFloat32x3 LoadPrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
#endif
#if defined(FSR3UPSCALER_BIND_SRV_PREV_POST_ALPHA_COLOR)
Texture2D<float3> r_input_prev_color_post_alpha : FFX_FSR3UPSCALER_DECLARE_SRV(FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_PREV_POST_ALPHA_COLOR);
Texture2D<float3> r_input_prev_color_post_alpha : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_PREV_POST_ALPHA_COLOR);
FfxFloat32x3 LoadPrevPostAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
{

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