173 Commits (c2f397892f34b36a1bda7627441d4f63e7244d7c)

Author SHA1 Message Date
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 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 fa1704e65f First working proof of concept of FSR3 upscaling in Unity 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 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. 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 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 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." 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 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
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. 3 years ago
Nico de Poel 7798ae524c Added various controls for changing FSR2 settings at run-time 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 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 8b3a1a7545 Implemented auto-TCR generation feature in BiRP integration example 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 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 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 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