12 Commits (25157d11aa9d7f4d8e38e1dded3ef6fc4bdfa8b6)

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 3a65d37c41 Implemented debug view pass 2 years ago
Nico de Poel 60336253b7 Fixed a couple of incorrect sizes 2 years ago
Nico de Poel b03217eebd Initial update of dispatch parameters and enums for FSR 3.1 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 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 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 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 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 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 9911642947 Refactored undo mipmap bias callback such that the RP integration does not need to maintain any bias offset state. Added NaN/Infinity check to the standard apply mipmap bias callback implementation. 3 years ago
Nico de Poel d0deaa46b5 Experimentation with stacked cameras; apply only viewport rect and jitter offset on first camera, perform upscaling with second camera. Sync settings between cameras. 3 years ago
Nico de Poel bc3192fc40 Made undoing of mipmap bias a distinct separate callback, so that it can be overridden by client apps. 3 years ago
Nico de Poel cf04a0ea7b Renamed max render size field to be consistent with PPV2 integration 3 years ago
Nico de Poel 5236c28e7e Added support for dynamic resolution scaling using ScalableBufferManager. 3 years ago
Nico de Poel 65280ebf7a Further refinement to clarity and comments of the BiRP integration 3 years ago
Nico de Poel ff879b658d Reworked image effect integration, splitting things up into separate methods to improve readability and comprehension. 3 years ago
Nico de Poel 4f0edf6049 Simplified a bunch of code and removed some unnecessary bits. Mipmap bias is applied more safely now. Context gets reset if auto exposure bool changes. 3 years ago
Nico de Poel 5a0482f0bc Comments and tooltips 3 years ago
Nico de Poel 537d96d3b6 Explicitly create and destroy the opaque-only RT before and after rendering, so that it remains valid throughout. Fixes the ESRAM-related visual jittering issue on Xbox One when auto-reactive or auto-TCR is enabled. 3 years ago
Nico de Poel 8b3a1a7545 Implemented auto-TCR generation feature in BiRP integration example 3 years ago
Nico de Poel fad865f8bc Went back to HDR being derived from camera HDR settings. Maybe not entirely correct, but definitely less error prone. 3 years ago
Nico de Poel 6dbf4b69e2 Added checks to avoid problems when an invalid render size is used 3 years ago
Nico de Poel 490a76986c Enable HDR by default and clarified the tooltip somewhat 3 years ago
Nico de Poel b1a7f48abb Made HDR into an explicit toggle that can be set by the application, rather than a best guess based on the camera settings 3 years ago
Nico de Poel e335624ae1 Removed the backbuffer check, as it caused a false positive when a second overlay camera is active on top of the FSR2 output. 3 years ago
Nico de Poel 0837aa50cb Removed the separate output color/depth render texture parameter, as it was very much redundant. 3 years ago
Nico de Poel f38b37cb2d Changed DefaultFormat into a method and placed it next to the other helper methods 3 years ago
Nico de Poel bfa9d5196a Made Callbacks into a property and just use rounding to int for dealing with floating point inaccuracies. 3 years ago
Nico de Poel 73fa30927b Got rid of the global callbacks thing and made callbacks a local field of the Fsr2ImageEffect script. 3 years ago
Nico de Poel 644349b16b Respect output target texture's dimensions when determining render size and rescaling camera viewport. 3 years ago
Nico de Poel e0027ed77a Added MIT license header to every source file, similar to the FFX FSR2 codebase 3 years ago
Nico de Poel 495350f569 Allow outputting to a user-provided color + depth buffer and optionally a motion vectors buffer. 3 years ago
Nico de Poel 1c030377c0 Reshufled some code so that if the initialization process fails for some reason, we don't leave the scene behind in a messed up state. 3 years ago
Nico de Poel ce9a64cba5 Figured out a way to support cameras with target textures, that avoids errors about depth buffer mismatch. 3 years ago
Nico de Poel 1cc0de7c89 Moved Shader ID constants to a separate class file 3 years ago
Nico de Poel 03fd58cb5a Check for compute shader support when enabling FSR2, and moved debug checking flag to default context creation method. 3 years ago
Nico de Poel 0db7773ed9 Added a helper script to allow OnPreCull to happen at a different location in the camera stack from the image effect script. 3 years ago
Nico de Poel eaecd40cc4 Set default scale value to 0.5 as that seems to work better in multiple contexts 3 years ago
Nico de Poel ee4d2d43ae Use render size for motion vector scale, since we are rendering them at lower resolution. 3 years ago