Nico de Poel
47c2560476
Consolidated accumulate and accumulate+sharpen pipelines into a single pipeline, with the sharpening option being changed into a local keyword that can be enabled or disabled on-the-fly.
This removes the need for an additional copy of the accumulate shader, which saves a considerable amount of memory.
3 years ago
Nico de Poel
53e8164f0e
Clear the atomic counter used by the luminance pyramid pass. This fixes auto-exposure being broken and causing a black screen on some platforms (Xbox, OpenGL).
3 years ago
Nico de Poel
501b1b0638
Added workaround for HDRP using texture arrays for its camera buffers on some platforms
3 years ago
Nico de Poel
ef20869c48
Added support for experimental auto-TCR generation pass
3 years ago
Nico de Poel
a2d670d0f8
Added a dummy field to the main FSR2 constant buffer, to make it exactly 128 bytes long. This fixes a data alignment issue on iOS Metal.
3 years ago
Nico de Poel
9f887a5c3c
Check shader after loading it, throw an exception with a message on failure. This is better than having a random nullref happen, if the shaders cannot be loaded for whatever reason.
3 years ago
Nico de Poel
38cc3a83fd
Don't validate input/output resources on reset, so the application has a way to prevent error messages when re-enabling a camera.
In this situation, the previous frame won't have bound the required resources, leading to those errors. Now, if the application calls Reset() after re-enabling the camera, the error messages won't show.
3 years ago
Nico de Poel
47d40fb71d
More accurate representation of where SystemInfo.computeSubGroupSize is available
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.
This way different applications of FSR2 within the same game can have different callbacks applied to them.
For example: a camera for rendering a 3D UI image to a render texture can have callbacks to apply mipmap bias only to the assets being drawn for the UI.
3 years ago
Nico de Poel
f6da12c854
Brought back Ultra Quality mode (1.2x) scale, likely for good this time.
It gets you about the same performance as native without AA, it has precedent in other games, it gives us nice symmetry with Ultra Performance mode, and it means the QualityMode enum is 0-based now.
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
1cc0de7c89
Moved Shader ID constants to a separate class file
3 years ago
Nico de Poel
1ff980bea9
Changing my mind yet again about directory names
3 years ago