Nico de Poel
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501b1b0638
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Added workaround for HDRP using texture arrays for its camera buffers on some platforms
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3 years ago |
Nico de Poel
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653b427c37
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Commented out all experimental DXC-related pragmas, as these could sometimes cause shader compilation issues even when not enabled.
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3 years ago |
Nico de Poel
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e0027ed77a
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Added MIT license header to every source file, similar to the FFX FSR2 codebase
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3 years ago |
Nico de Poel
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06a2658080
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More renaming
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3 years ago |
Nico de Poel
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f429de28fb
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Enabled DXC shader compiler on supported platforms, and use it to enable native 16-bit and wave operations where possible.
Moved common defines, pragmas and hacks into a new shared header file.
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3 years ago |
Nico de Poel
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9733de7067
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Added some quick hacks to allow the shaders to compile for Metal.
These "interlocked" functions are not interlocked anymore now, but it's good enough for an initial test on MacOS.
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3 years ago |
Nico de Poel
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913c5879fa
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Started work on luminance pyramid and acculumate pipelines.
Added keywords for customization options to the compute shaders using multi_compile_local.
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3 years ago |
Nico de Poel
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447ae35772
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- Added SPD constants buffer used by luminance pass
- Started code reorganization: added a callbacks class for things that need to be customizable by the gamedev
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3 years ago |
Nico de Poel
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9b768e2c2f
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- Added Unity wrappers for all FSR2 compute shaders
- Experimented with alternate compilation options for RCAS shader
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3 years ago |