206 Commits (fsr3.1)

Author SHA1 Message Date
Nico de Poel 25157d11aa Moved FSR3 classes into their own sub-namespace. This is more future-proof with an eye on porting over more FidelityFX technologies. 2 years ago
Nico de Poel 9e9a796c91 Small simplification 2 years ago
Nico de Poel 4ad9853a05 - Moved ResourceView into its own source file. 2 years ago
Nico de Poel c15bd345e6 Fixed another incorrect size 2 years ago
Nico de Poel e8f69d6030 Small bits 2 years ago
Nico de Poel 3a65d37c41 Implemented debug view pass 2 years ago
Nico de Poel 60336253b7 Fixed a couple of incorrect sizes 2 years ago
Nico de Poel 61e03ec329 Couple of minor fixes and comment changes 2 years ago
Nico de Poel 78f9142738 Fixed a few small resource binding errors 2 years ago
Nico de Poel d609eae96f Added profiling samplers to make debugging a bit easier 2 years ago
Nico de Poel 1bcba64b26 Fixed crash in reactive mask pass due to unused CB binding 2 years ago
Nico de Poel d6bb123157 Removed unused resource definitions 2 years ago
Nico de Poel 3908ee767b Modified passes with updated SRV and UAV bindings 2 years ago
Nico de Poel 9bc90e4853 Updated dispatching function with new passes and modified buffer clears 2 years ago
Nico de Poel aca067bff0 Updated debug checks 2 years ago
Nico de Poel 4a18c3a6c4 Defined the new passes in code and renamed some of the old ones 2 years ago
Nico de Poel 6c024407cb Defined all of the resources needed for FSR 3.1, left the old stuff intact for now so it still compiles. 2 years ago
Nico de Poel 3cd8b41224 Updated upscaler constants definition and implemented modifications to the constants setup function. 2 years ago
Nico de Poel 0e481544bf Updated shader assets names and references for the new collection of passes. 2 years ago
Nico de Poel b03217eebd Initial update of dispatch parameters and enums for FSR 3.1 2 years ago
Nico de Poel d21b57083b Fixed potential nullref when Destroy gets called repeatedly 2 years ago
Nico de Poel 8b4a7fd78f Correctly destroy resources when not in play mode 2 years ago
Nico de Poel e3d36585ef Fixed aspect ratio in image effect helper too 2 years ago
Nico de Poel 8e879726d7 Split the FSR3 shaders aggregate class from the scriptable object part. This allows the shader references to be serialized as a single asset still, but also for them to be embedded inline inside of a different scriptable object (for PPV2) 2 years ago
Nico de Poel 734770b75e Callbacks don't need to be passed to the FSR3 Context anymore. 2 years ago
Nico de Poel 2d05d08f86 Added the ability to clone the shaders, in case multiple FSR3 instances with different configurations are needed. 2 years ago
Nico de Poel fdcc85355c Try our best to ensure a shaders asset is assigned to the image effect component. 2 years ago
Nico de Poel bd98fdf00d Turned shaders aggregate into a scriptable object, with a default asset instance that automatically resets to look up the correct shader references. 2 years ago
Nico de Poel 84e5e72ab7 Refactored loading of FSR3 compute shaders, using an aggregate object containing pre-loaded compute shaders instead of the old callbacks. 2 years ago
Nico de Poel 13910c8687 Moved ResourceView out of the Fsr3Upscaler class and into the FidelityFX namespace, making usages of ResourceView a lot cleaner. 2 years ago
Nico de Poel ebb9d84171 Rename FSR2 to FSR3 Upscaler, part 3: missing bits. 2 years ago
Nico de Poel 9854cd1279 Rename FSR2 to FSR3 Upscaler, part 2: class and file names. 2 years ago
Nico de Poel 62a924ae83 Rename FSR2 to FSR3 Upscaler, part 1: strings and comments. 2 years ago
Nico de Poel c2f397892f Forward ported TCR autogen pass to fit in with the rest of the FSR3 shader code 2 years ago
Nico de Poel c83c3e5805 Cleaned up compute shader initialization, as the Nvidia-specific FP16 exception for the accumulate stage doesn't seem to be required anymore. 2 years ago
Nico de Poel 6e20557253 Ported clearing code for reconstructed depth buffer, which is new in FSR3. This replaces clearing in the Lock pass, allowing the buffer to be reused after upscaling is done. 2 years ago
Nico de Poel fa1704e65f First working proof of concept of FSR3 upscaling in Unity 2 years ago
Nico de Poel 68ea8d2f14 Fixed aspect ratio for dual-viewport setups 2 years ago
Nico de Poel bda7eddc6f Revert "Removed unnecessary aspect ratio lines that broke screen aspect when using non-standard viewports." 2 years ago
Nico de Poel 501f3e4f90 Removed unnecessary aspect ratio lines that broke screen aspect when using non-standard viewports. 2 years ago
Nico de Poel c010b6aa28 Renamed Pipelines to Passes 2 years ago
Nico de Poel 22701fdd17 Renamed RenderTargetView to ResourceView, which is a bit shorter to type and covers the essence well. 2 years ago
Nico de Poel d9f9ef10ff Modified RenderTargetView yet again: made a distinction between an invalid (Unassigned) texture reference and a valid-but-empty (None) texture reference. Inverted IsEmpty as well to be a more generic IsValid property now. 2 years ago
Nico de Poel d8a4bc3f61 Unity 2020.1 compatibility testing results 2 years ago
Nico de Poel 47cba76dee Made all RenderTargetView fields non-nullable, and introduced a special Empty value for optional fields. 2 years ago
Nico de Poel e8d12c201e - Reworked input/output resource management using a new RenderTargetView struct, which encompasses all relevant data required to bind textures from various sources. 2 years ago
Nico de Poel 7c41364109 Set constant buffer data as part of the command buffers, instead of immediately. 3 years ago
Nico de Poel 9668b132e7 Clear initial exposure value with zero. Seems to work fine for all tested platforms, and eliminates the black screen flashes on Metal without requiring any platform-specific hacks. 3 years ago
Nico de Poel c65cab824e Clear auto-exposure texture using zeroes on Metal. Should fix black screen flashes on accumulation reset, when auto-exposure is enabled. 3 years ago
Nico de Poel e577240354 Reset atomic counter on any kind of reset, not just on first execution. Fixes black screen on Metal when doing a history reset. 3 years ago