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Fixes for luminance pyramid pass and gen reactive pass

fsr3.1
Nico de Poel 2 years ago
parent
commit
a5a2c8784d
  1. 2
      Assets/Shaders/FSR3/ffx_fsr3upscaler_autogen_reactive_pass.compute
  2. 4
      Assets/Shaders/FSR3/ffx_fsr3upscaler_luma_pyramid_pass.compute
  3. 0
      Assets/Shaders/FSR3/ffx_fsr3upscaler_luma_pyramid_pass.compute.meta
  4. 7
      Assets/Shaders/FSR3/shaders/fsr3upscaler/spd/ffx_spd.h

2
Assets/Shaders/FSR3/ffx_fsr3upscaler_autogen_reactive_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/ffx_fsr3upscaler_compute_luminance_pyramid_pass.compute → Assets/Shaders/FSR3/ffx_fsr3upscaler_luma_pyramid_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
@ -39,4 +39,4 @@
#define FFX_SPD_NO_WAVE_OPERATIONS
//#endif
#include "shaders/ffx_fsr3upscaler_compute_luminance_pyramid_pass.hlsl"
#include "shaders/ffx_fsr3upscaler_luma_pyramid_pass.hlsl"

0
Assets/Shaders/FSR3/ffx_fsr3upscaler_compute_luminance_pyramid_pass.compute.meta → Assets/Shaders/FSR3/ffx_fsr3upscaler_luma_pyramid_pass.compute.meta

7
Assets/Shaders/FSR3/shaders/fsr3upscaler/spd/ffx_spd.h

@ -119,9 +119,6 @@ FfxFloat32x4 SpdReduce4(FfxFloat32x4 v0, FfxFloat32x4 v1, FfxFloat32x4 v2, FfxFl
#endif // #if FFX_SPD_PACKED_ONLY
//_____________________________________________________________/\_______________________________________________________________
#if defined(FFX_GLSL) && !defined(FFX_SPD_NO_WAVE_OPERATIONS)
#extension GL_KHR_shader_subgroup_quad:require
#endif
void ffxSpdWorkgroupShuffleBarrier()
{
@ -578,10 +575,6 @@ void SpdDownsample(FfxUInt32x2 workGroupID, FfxUInt32 localInvocationIndex, FfxU
#if FFX_HALF
#if defined(FFX_GLSL)
#extension GL_EXT_shader_subgroup_extended_types_float16:require
#endif
FfxFloat16x4 SpdReduceQuadH(FfxFloat16x4 v)
{
#if defined(FFX_GLSL) && !defined(FFX_SPD_NO_WAVE_OPERATIONS)

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