diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_common_types.h b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_common_types.h index 2c4f0ba..09d4502 100644 --- a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_common_types.h +++ b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_common_types.h @@ -297,6 +297,29 @@ typedef int16_t FfxInt16; typedef int16_t2 FfxInt16x2; typedef int16_t3 FfxInt16x3; typedef int16_t4 FfxInt16x4; +#elif SHADER_API_PSSL +#pragma argument(realtypes) // Enable true 16-bit types + +typedef half FfxFloat16; +typedef half2 FfxFloat16x2; +typedef half3 FfxFloat16x3; +typedef half4 FfxFloat16x4; + +/// A typedef for an unsigned 16bit integer. +/// +/// @ingroup GPU +typedef ushort FfxUInt16; +typedef ushort2 FfxUInt16x2; +typedef ushort3 FfxUInt16x3; +typedef ushort4 FfxUInt16x4; + +/// A typedef for a signed 16bit integer. +/// +/// @ingroup GPU +typedef short FfxInt16; +typedef short2 FfxInt16x2; +typedef short3 FfxInt16x3; +typedef short4 FfxInt16x4; #else // #if FFX_HLSL_SM>=62 typedef min16float FfxFloat16; typedef min16float2 FfxFloat16x2; @@ -372,7 +395,7 @@ typedef min16int4 FfxInt16x4; // #define FFX_HALF (1) // #define FFX_HLSL_SM (62) -#if FFX_HALF +#if FFX_HALF && !defined(SHADER_API_PSSL) #if FFX_HLSL_SM >= 62 @@ -410,7 +433,7 @@ typedef min16int4 FfxInt16x4; #if defined(FFX_GPU) // Common typedefs: -#if defined(FFX_HLSL) +#if defined(FFX_HLSL) && !defined(SHADER_API_PSSL) FFX_MIN16_SCALAR( FFX_MIN16_F , float ); FFX_MIN16_VECTOR( FFX_MIN16_F2, float, 2 ); FFX_MIN16_VECTOR( FFX_MIN16_F3, float, 3 ); @@ -484,6 +507,79 @@ typedef FfxUInt32x3 Prefix##_U3; \ typedef FfxUInt32x4 Prefix##_U4; #endif // #if defined(FFX_HLSL) +#if defined(SHADER_API_PSSL) + +#define unorm +#define globallycoherent + +#if FFX_HALF + +#define FFX_MIN16_F half +#define FFX_MIN16_F2 half2 +#define FFX_MIN16_F3 half3 +#define FFX_MIN16_F4 half4 + +#define FFX_MIN16_I short +#define FFX_MIN16_I2 short2 +#define FFX_MIN16_I3 short3 +#define FFX_MIN16_I4 short4 + +#define FFX_MIN16_U ushort +#define FFX_MIN16_U2 ushort2 +#define FFX_MIN16_U3 ushort3 +#define FFX_MIN16_U4 ushort4 + +#define FFX_16BIT_F half +#define FFX_16BIT_F2 half2 +#define FFX_16BIT_F3 half3 +#define FFX_16BIT_F4 half4 + +#define FFX_16BIT_I short +#define FFX_16BIT_I2 short2 +#define FFX_16BIT_I3 short3 +#define FFX_16BIT_I4 short4 + +#define FFX_16BIT_U ushort +#define FFX_16BIT_U2 ushort2 +#define FFX_16BIT_U3 ushort3 +#define FFX_16BIT_U4 ushort4 + +#else // FFX_HALF + +#define FFX_MIN16_F float +#define FFX_MIN16_F2 float2 +#define FFX_MIN16_F3 float3 +#define FFX_MIN16_F4 float4 + +#define FFX_MIN16_I int +#define FFX_MIN16_I2 int2 +#define FFX_MIN16_I3 int3 +#define FFX_MIN16_I4 int4 + +#define FFX_MIN16_U uint +#define FFX_MIN16_U2 uint2 +#define FFX_MIN16_U3 uint3 +#define FFX_MIN16_U4 uint4 + +#define FFX_16BIT_F float +#define FFX_16BIT_F2 float2 +#define FFX_16BIT_F3 float3 +#define FFX_16BIT_F4 float4 + +#define FFX_16BIT_I int +#define FFX_16BIT_I2 int2 +#define FFX_16BIT_I3 int3 +#define FFX_16BIT_I4 int4 + +#define FFX_16BIT_U uint +#define FFX_16BIT_U2 uint2 +#define FFX_16BIT_U3 uint3 +#define FFX_16BIT_U4 uint4 + +#endif // FFX_HALF + +#endif // #if defined(SHADER_API_PSSL) + #if defined(FFX_GLSL) #if FFX_HALF diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h index ba09db1..eb17c7e 100644 --- a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h +++ b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h @@ -319,6 +319,20 @@ FfxUInt32x2 SPD_RenderSize() } #endif // #if defined(FSR3UPSCALER_BIND_CB_SPD) +// Declare and sample camera buffers as regular textures, unless overridden +#if !defined(UNITY_FSR3_TEX2D) +#define UNITY_FSR3_TEX2D(type) Texture2D +#endif +#if !defined(UNITY_FSR3_RWTEX2D) +#define UNITY_FSR3_RWTEX2D(type) RWTexture2D +#endif +#if !defined(UNITY_FSR3_POS) +#define UNITY_FSR3_POS(pxPos) (pxPos) +#endif +#if !defined(UNITY_FSR3_UV) +#define UNITY_FSR3_UV(uv) (uv) +#endif + SamplerState s_PointClamp : register(s0); SamplerState s_LinearClamp : register(s1);