18 Commits (2f5eaf48ba564bd14a2ede06995a421aba1d21ba)

Author SHA1 Message Date
Nico de Poel 834c396321 Color, depth and motion vectors are now provided as regular texture inputs to the compute shaders, by blitting them from the game camera ahead of time. 3 years ago
Nico de Poel 8633cdcfc2 Initial implementation of Reconstruct & Dilate pass. Got a pretty decent way of dealing with double-buffered resources. 3 years ago
Nico de Poel 1b41f6b2d7 Provide pipelines with the entire context description, which makes intiialization a bit simpler. Also provide it when registering resources so that the corrext *max* render size can be used. Started on the reconstruct depth pipeline. 3 years ago
Nico de Poel 16f529bce8 Made shading change mip level into a reusable const value, and fixed mip sizes for exposure RTs. 3 years ago
Nico de Poel cd414d75f1 Register aliasable UAV resources globally, before and after scheduling shader dispatches, so that all compute shaders can make use of them but without requiring a whole lot of additional resource management code. 3 years ago
Nico de Poel 9489a19cd8 Progress on managing resources. Compute luminance pyramid shader is starting to do something. 3 years ago
Nico de Poel 16055d7dd9 Continued pipeline implementations: declaring all input/output bindings using shared resource IDs. 3 years ago
Nico de Poel 913c5879fa Started work on luminance pyramid and acculumate pipelines. 3 years ago
Nico de Poel 08e034584c Reorganized context and dispatch code: 3 years ago
Nico de Poel 70dc9e29d4 Use a CommandBuffer to queue up commands and dispatch them all in one go 3 years ago
Nico de Poel ce66799787 Implemented pretty much all of the constant buffer setup during dispatch. 3 years ago
Nico de Poel 3dba9d1fa4 Implemented a few more things that are new in FSR 2.2 3 years ago
Nico de Poel a576f94e95 A bit of reorganization in how shaders and buffers are created and destroyed. 3 years ago
Nico de Poel a1086edfe3 Updated C# bindings so far for the changes in FSR 2.2 3 years ago
Nico de Poel 4fafe1c868 Bunch of initialization stuff; all compute shaders are now being loaded and some initial CB values are being generated 3 years ago
Nico de Poel 4d6a47a03c Reworked creation and dispatch to use description classes to pass parameters, designed similar to how the original FSR2 library does things, but adapted slightly to fit the Unity context. 3 years ago
Nico de Poel fc233b935f Moved all compute shader-related code to the Fsr2Context class, renamed FSR2Thing to Fsr2Controller and made the callbacks a static field in the Fsr2 class. 3 years ago
Nico de Poel 1aa6e1f90d Reorganization: created new class for main FSR2 entry points, enums and helper functions. Created a stub Fsr2Context class. Moved jitter helper functions into main FSR2 class. Translated a couple more helper functions. 3 years ago