12 Commits (d044cf27899229e4d99b62be4bf9f5ef6212d469)

Author SHA1 Message Date
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