diff --git a/Assets/Resources/FSR3/ffx_fsr3upscaler_unity_common.cginc b/Assets/Resources/FSR3/ffx_fsr3upscaler_unity_common.cginc index a5dfddf..758bb0c 100644 --- a/Assets/Resources/FSR3/ffx_fsr3upscaler_unity_common.cginc +++ b/Assets/Resources/FSR3/ffx_fsr3upscaler_unity_common.cginc @@ -24,3 +24,59 @@ #define FFX_GPU // Compiling for GPU #define FFX_HLSL // Compile for plain HLSL + +// Use the DXC shader compiler on modern graphics APIs to enable a few advanced features +// The DXC-related pragmas are disabled by default, as DXC doesn't support all platforms yet and will break on some platforms when enabled. +// Consider this to be an experimental feature. If you want to benefit from 16-bit floating point and wave operations, and don't care about supporting older graphics APIs, then it's worth a try. +//#if defined(SHADER_API_D3D12) || defined(SHADER_API_VULKAN) || defined(SHADER_API_METAL) +//#pragma use_dxc // Using DXC will currently break DX11 support since DX11 and DX12 share the same shader bytecode in Unity. +//#endif + +// Enable half precision data types on platforms that support it +//#if defined(UNITY_COMPILER_DXC) && defined(FFX_HALF) +//#pragma require Native16Bit +//#endif + +// Hack to work around the lack of texture atomics on Metal +#if defined(SHADER_API_METAL) +#define InterlockedAdd(dest, val, orig) { (orig) = (dest); (dest) += (val); } +#define InterlockedMin(dest, val) { (dest) = min((dest), (val)); } +#define InterlockedMax(dest, val) { (dest) = max((dest), (val)); } +#endif + +// Workaround for HDRP using texture arrays for its camera buffers on some platforms +// The below defines are copied from: Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl +#if defined(UNITY_FSR3UPSCALER_HDRP) + // Must be in sync with C# with property useTexArray in TextureXR.cs + #if ((defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12)) && !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_GAMECORE)) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN) + #define UNITY_TEXTURE2D_X_ARRAY_SUPPORTED + #endif + + // Control if TEXTURE2D_X macros will expand to texture arrays + #if defined(UNITY_TEXTURE2D_X_ARRAY_SUPPORTED) && !defined(DISABLE_TEXTURE2D_X_ARRAY) + #define USE_TEXTURE2D_X_AS_ARRAY + #endif + + // Early defines for single-pass instancing + #if defined(STEREO_INSTANCING_ON) && defined(UNITY_TEXTURE2D_X_ARRAY_SUPPORTED) + #define UNITY_STEREO_INSTANCING_ENABLED + #endif + + // Helper macros to handle XR single-pass with Texture2DArray + #if defined(USE_TEXTURE2D_X_AS_ARRAY) + + // Only single-pass stereo instancing used array indexing + #if defined(UNITY_STEREO_INSTANCING_ENABLED) + #define SLICE_ARRAY_INDEX unity_StereoEyeIndex + #else + #define SLICE_ARRAY_INDEX 0 + #endif + + // Declare and sample camera buffers as texture arrays + #define UNITY_FSR3_TEX2D(type) Texture2DArray + #define UNITY_FSR3_RWTEX2D(type) RWTexture2DArray + #define UNITY_FSR3_POS(pxPos) FfxUInt32x3(pxPos, SLICE_ARRAY_INDEX) + #define UNITY_FSR3_UV(uv) FfxFloat32x3(uv, SLICE_ARRAY_INDEX) + + #endif +#endif