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Fixed a couple of issues in the FSR 2.2 shader sources

mac-autoexp
Nico de Poel 3 years ago
parent
commit
a6abcbb788
  1. 5
      Assets/Resources/FSR2/shaders/ffx_fsr2_callbacks_hlsl.h
  2. 2
      Assets/Resources/FSR2/shaders/ffx_fsr2_prepare_input_color_pass.hlsl

5
Assets/Resources/FSR2/shaders/ffx_fsr2_callbacks_hlsl.h

@ -508,6 +508,11 @@ void StoreLumaHistory(FfxUInt32x2 iPxPos, FfxFloat32x4 fLumaHistory)
{ {
rw_luma_history[iPxPos] = fLumaHistory; rw_luma_history[iPxPos] = fLumaHistory;
} }
FfxFloat32x4 LoadRwLumaHistory(FFX_MIN16_I2 iPxPos)
{
return rw_luma_history[iPxPos];
}
#endif #endif
#if defined(FSR2_BIND_SRV_LUMA_HISTORY) || defined(FFX_INTERNAL) #if defined(FSR2_BIND_SRV_LUMA_HISTORY) || defined(FFX_INTERNAL)

2
Assets/Resources/FSR2/shaders/ffx_fsr2_prepare_input_color_pass.hlsl

@ -28,7 +28,7 @@
// CB 0 : cbFSR2 // CB 0 : cbFSR2
#define FSR2_BIND_SRV_INPUT_COLOR 0 #define FSR2_BIND_SRV_INPUT_COLOR 0
#define FSR2_BIND_SRV_EXPOSURE 1
#define FSR2_BIND_SRV_INPUT_EXPOSURE 1
#define FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH 0 #define FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH 0
#define FSR2_BIND_UAV_PREPARED_INPUT_COLOR 1 #define FSR2_BIND_UAV_PREPARED_INPUT_COLOR 1
#define FSR2_BIND_UAV_LUMA_HISTORY 2 #define FSR2_BIND_UAV_LUMA_HISTORY 2

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