12 Commits (501f3e4f9087a943ef222ab4495938830de0836d)

Author SHA1 Message Date
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 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 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 f6da12c854 Brought back Ultra Quality mode (1.2x) scale, likely for good this time. 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 1ff980bea9 Changing my mind yet again about directory names 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 d02fc3cec1 Eliminated High Quality and Native modes again because you know what? AMD were right with their presets. 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 3e31950d56 Changed Fsr2Callbacks into an interface + base implementation 3 years ago
Nico de Poel da651c3d6f Moved some files 3 years ago
Nico de Poel 92e360aa24 Implemented the debug checking upon dispatch from the original FSR2 source, with some Unity adaptations. 3 years ago
Nico de Poel e5384a1b8b Let's call this High Quality instead of Ultra Quality. Ultra is a bit hyperbolic in this case. 3 years ago
Nico de Poel 022eae95ef Added one more quality mode tier: ultra quality, which I felt was missing as an option. 3 years ago
Nico de Poel 8f1be6d3e6 Re-added transparency & composition parameter, even though we never use it and just fall back to the default reactivity mask, we officially support it as an input now. 3 years ago
Nico de Poel b7c49ea0e3 Allow reactive mask generation parameters to be set from the inspector. 3 years ago
Nico de Poel 5ed7a5279b Progressed implementation of reactive mask generation pass. 3 years ago
Nico de Poel 158d5bc176 Perform render scaling by manipulating the Camera viewport rect, which removes the need for a second game object and camera altogether. 3 years ago
Nico de Poel c1326fc261 Added some comments to the main FSR2 classes 3 years ago
Nico de Poel 8ceffcadd1 Further cleanup and small details 3 years ago
Nico de Poel 86c16e3694 - Replaced all input/output parameters with RenderTargetIdentifiers, allowing more flexibility in how these resources are assigned 3 years ago
Nico de Poel 12b5791cd2 Enabled 16-bit floating point support by changing the unused 1D Texture option into an FP16 option, which makes its usage configurable by the game dev. 3 years ago
Nico de Poel 5a638974b6 Removed the Native quality mode option again. It doesn't actually look that good, and I'd like to keep the 0 enum value reserved for "Off" 3 years ago
Nico de Poel e08a8f9c22 Playing around with resetting and recreating FSR context upon resolution or quality mode change. Seems to be working quite well. 3 years ago
Nico de Poel 0f584b1098 Implemented generate reactive pass, which can be used separately from the main FSR2 upscale process. 3 years ago
Nico de Poel 0f5f3d9a69 Bits and bobs 3 years ago
Nico de Poel 650e805af8 Combined color and depth into a single dispatch parameter, which makes it easier to follow what's going on at the various stages. 3 years ago
Nico de Poel 2f5eaf48ba Bit of cleanup and moving stuff around 3 years ago
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 9489a19cd8 Progress on managing resources. Compute luminance pyramid shader is starting to do something. 3 years ago
Nico de Poel 08e034584c Reorganized context and dispatch code: 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 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