Nico de Poel
734770b75e
Callbacks don't need to be passed to the FSR3 Context anymore.
2 years ago
Nico de Poel
2d05d08f86
Added the ability to clone the shaders, in case multiple FSR3 instances with different configurations are needed.
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
d3d608c95e
Moved shaders from Resources to a regular Shaders folder, discouraging the use of always-included Resources for non-trivial assets.
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.
This gives more control to the application about how shaders are loaded/unloaded, and it fits in much more nicely with PPV2's resources.
Shaders are currently just serialized as part of the scene component, which isn't the optimal solution yet.
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.
ResourceView is also generic enough that it could/should be reused for any other FidelityFX effects, so this move makes sense.
2 years ago
Nico de Poel
ebb9d84171
Rename FSR2 to FSR3 Upscaler, part 3: missing bits.
2 years ago
Nico de Poel
9854cd1279
Rename FSR2 to FSR3 Upscaler, part 2: class and file names.
2 years ago
Nico de Poel
226884b8f5
Removed old FSR2 shader code
2 years ago
Nico de Poel
62a924ae83
Rename FSR2 to FSR3 Upscaler, part 1: strings and comments.
2 years ago
Nico de Poel
d79b84d0ed
Fixed warning in luminance pyramid pass when FP16 is enabled
2 years ago
Nico de Poel
c2f397892f
Forward ported TCR autogen pass to fit in with the rest of the FSR3 shader code
2 years ago
Nico de Poel
c83c3e5805
Cleaned up compute shader initialization, as the Nvidia-specific FP16 exception for the accumulate stage doesn't seem to be required anymore.
2 years ago
Nico de Poel
f7559480ec
Reinstated experimental DXC pragmas, Metal texture atomics hack, and HDRP overrides for texture array declarations and sampling.
2 years ago
Nico de Poel
6e20557253
Ported clearing code for reconstructed depth buffer, which is new in FSR3. This replaces clearing in the Lock pass, allowing the buffer to be reused after upscaling is done.
2 years ago
Nico de Poel
69a640c7cd
Backported shader modifications, part 2: overridable texture declaration and sampling macros.
2 years ago
Nico de Poel
fd37e541b1
Backported shader modifications, part 1: PSSL support, removed GLSL extensions and added dummy field.
2 years ago
Nico de Poel
fa1704e65f
First working proof of concept of FSR3 upscaling in Unity
2 years ago
Nico de Poel
d48c7a200d
Added FSR3 HLSL shader code with initial batch of Unity .compute wrappers
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."
This reverts commit 501f3e4f90 .
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
c010b6aa28
Renamed Pipelines to Passes
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
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.
This removes the need for a lot of HasValue checks, especially since all fields will eventually get a value anyway, making those checks rather redundant. This also makes it clearer that all SRVs will get bound with a valid input texture, even if the input is optional.
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.
This eliminates the need for resource binding code outside of the core FSR2 classes, and makes the public API more strict and consistent, but also more flexible. In addition, it removes the need for the slightly awkward input/output resource debug checks.
- Changed prebaked RCAS configurations into an array, as there is no need for a dynamically sized list here.
2 years ago
Nico de Poel
7c41364109
Set constant buffer data as part of the command buffers, instead of immediately.
3 years ago
Nico de Poel
9668b132e7
Clear initial exposure value with zero. Seems to work fine for all tested platforms, and eliminates the black screen flashes on Metal without requiring any platform-specific hacks.
3 years ago
Nico de Poel
c65cab824e
Clear auto-exposure texture using zeroes on Metal. Should fix black screen flashes on accumulation reset, when auto-exposure is enabled.
3 years ago
Nico de Poel
e577240354
Reset atomic counter on any kind of reset, not just on first execution. Fixes black screen on Metal when doing a history reset.
3 years ago
Nico de Poel
a006489e3d
Removed old attempts at integrating FSR2 into the PPV2 pipeline. These never went anywhere and have been left undeveloped for a long time now.
3 years ago
Nico de Poel
8c43881c8d
Added zero check to make undo mipmap bias offset an idempotent operation
3 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
9e53cf52f8
Skip textures that don't have mipmaps and thus don't have any use for a mipmap bias
3 years ago
Nico de Poel
8a1572933a
Disable plugin importer settings on all FSR2 header include files
3 years ago
Nico de Poel
cf04a0ea7b
Renamed max render size field to be consistent with PPV2 integration
3 years ago
Nico de Poel
b3bc46fcb7
Moved management of aliasable resources to the Fsr2Resources class and gave the methods more logical names.
3 years ago
Nico de Poel
3f17ca1fe2
Revert "Create temporary resources at actual render size, further reducing VRAM usage when dynamic resolution is in effect."
This reverts commit a2c1211d98 .
3 years ago
Nico de Poel
45ce81610d
Restored compatibility with Unity versions older than 2021.2, which didn't have the LocalKeyword struct yet.
3 years ago
Nico de Poel
5a0edc2063
Reset dynamic buffer scale when exiting play mode
3 years ago
Nico de Poel
a2c1211d98
Create temporary resources at actual render size, further reducing VRAM usage when dynamic resolution is in effect.
3 years ago
Nico de Poel
20801cfd6a
Updated shaders to FSR 2.2.1
3 years ago
Nico de Poel
5236c28e7e
Added support for dynamic resolution scaling using ScalableBufferManager.
3 years ago
Nico de Poel
cf316ebf4f
Comment that the atomic counter shouldn't be aliasable
3 years ago
Nico de Poel
63d6fd3203
Changed atomic counter from a temporary RT to a permanent one, and set it to 0 only on the first frame. Potential fix for auto-exposure on MacOS.
3 years ago