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Readded type definitions for Unity HDRP and/or PSSL support.

fsr3.1
Nico de Poel 2 years ago
parent
commit
e61198fe01
  1. 100
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_common_types.h
  2. 14
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h

100
Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_common_types.h

@ -297,6 +297,29 @@ typedef int16_t FfxInt16;
typedef int16_t2 FfxInt16x2; typedef int16_t2 FfxInt16x2;
typedef int16_t3 FfxInt16x3; typedef int16_t3 FfxInt16x3;
typedef int16_t4 FfxInt16x4; 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 #else // #if FFX_HLSL_SM>=62
typedef min16float FfxFloat16; typedef min16float FfxFloat16;
typedef min16float2 FfxFloat16x2; typedef min16float2 FfxFloat16x2;
@ -372,7 +395,7 @@ typedef min16int4 FfxInt16x4;
// #define FFX_HALF (1) // #define FFX_HALF (1)
// #define FFX_HLSL_SM (62) // #define FFX_HLSL_SM (62)
#if FFX_HALF
#if FFX_HALF && !defined(SHADER_API_PSSL)
#if FFX_HLSL_SM >= 62 #if FFX_HLSL_SM >= 62
@ -410,7 +433,7 @@ typedef min16int4 FfxInt16x4;
#if defined(FFX_GPU) #if defined(FFX_GPU)
// Common typedefs: // Common typedefs:
#if defined(FFX_HLSL)
#if defined(FFX_HLSL) && !defined(SHADER_API_PSSL)
FFX_MIN16_SCALAR( FFX_MIN16_F , float ); FFX_MIN16_SCALAR( FFX_MIN16_F , float );
FFX_MIN16_VECTOR( FFX_MIN16_F2, float, 2 ); FFX_MIN16_VECTOR( FFX_MIN16_F2, float, 2 );
FFX_MIN16_VECTOR( FFX_MIN16_F3, float, 3 ); FFX_MIN16_VECTOR( FFX_MIN16_F3, float, 3 );
@ -484,6 +507,79 @@ typedef FfxUInt32x3 Prefix##_U3; \
typedef FfxUInt32x4 Prefix##_U4; typedef FfxUInt32x4 Prefix##_U4;
#endif // #if defined(FFX_HLSL) #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 defined(FFX_GLSL)
#if FFX_HALF #if FFX_HALF

14
Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h

@ -319,6 +319,20 @@ FfxUInt32x2 SPD_RenderSize()
} }
#endif // #if defined(FSR3UPSCALER_BIND_CB_SPD) #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<type>
#endif
#if !defined(UNITY_FSR3_RWTEX2D)
#define UNITY_FSR3_RWTEX2D(type) RWTexture2D<type>
#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_PointClamp : register(s0);
SamplerState s_LinearClamp : register(s1); SamplerState s_LinearClamp : register(s1);

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