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Fixed a big derp in the PSSL type definitions, copy-pasted code still contained FFX_HALF instead of FFXM_HALF, which caused 16-bit types to be compiled as 32-bit, causing a bunch of duplicate function definitions.

asr-console
Nico de Poel 10 months ago
parent
commit
5f4d4b37ad
  1. 2
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_compute_luminance_pyramid_pass.compute
  2. 8
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_fs.shader
  3. 2
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_lock_pass.compute
  4. 6
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/ffxm_common_types.h

2
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_compute_luminance_pyramid_pass.compute

@ -1,6 +1,6 @@
#pragma kernel main #pragma kernel main
//#pragma multi_compile __ FFXM_HALF
#pragma multi_compile __ FFXM_HALF
#pragma multi_compile __ FFXM_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS #pragma multi_compile __ FFXM_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS
#pragma multi_compile __ FFXM_FSR2_OPTION_JITTERED_MOTION_VECTORS #pragma multi_compile __ FFXM_FSR2_OPTION_JITTERED_MOTION_VECTORS
#pragma multi_compile __ FFXM_FSR2_OPTION_INVERTED_DEPTH #pragma multi_compile __ FFXM_FSR2_OPTION_INVERTED_DEPTH

8
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_fs.shader

@ -14,7 +14,7 @@ Shader "TND/ASR/ffx_fsr2_fs"
#pragma target 4.5 #pragma target 4.5
//#pragma enable_d3d11_debug_symbols //#pragma enable_d3d11_debug_symbols
//#pragma multi_compile __ FFXM_HALF
#pragma multi_compile __ FFXM_HALF
#pragma multi_compile __ UNITY_FFXM_TEXTURE2D_X_ARRAY #pragma multi_compile __ UNITY_FFXM_TEXTURE2D_X_ARRAY
#include "ffxm_fsr2_common.cginc" #include "ffxm_fsr2_common.cginc"
@ -34,7 +34,7 @@ Shader "TND/ASR/ffx_fsr2_fs"
#pragma target 4.5 #pragma target 4.5
//#pragma enable_d3d11_debug_symbols //#pragma enable_d3d11_debug_symbols
//#pragma multi_compile __ FFXM_HALF
#pragma multi_compile __ FFXM_HALF
#pragma multi_compile __ FFXM_FSR2_OPTION_HDR_COLOR_INPUT #pragma multi_compile __ FFXM_FSR2_OPTION_HDR_COLOR_INPUT
#pragma multi_compile __ FFXM_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS #pragma multi_compile __ FFXM_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS
#pragma multi_compile __ FFXM_FSR2_OPTION_JITTERED_MOTION_VECTORS #pragma multi_compile __ FFXM_FSR2_OPTION_JITTERED_MOTION_VECTORS
@ -58,7 +58,7 @@ Shader "TND/ASR/ffx_fsr2_fs"
#pragma target 4.5 #pragma target 4.5
//#pragma enable_d3d11_debug_symbols //#pragma enable_d3d11_debug_symbols
//#pragma multi_compile __ FFXM_HALF
#pragma multi_compile __ FFXM_HALF
#pragma multi_compile __ FFXM_FSR2_OPTION_SHADER_OPT_BALANCED #pragma multi_compile __ FFXM_FSR2_OPTION_SHADER_OPT_BALANCED
#pragma multi_compile __ FFXM_FSR2_OPTION_SHADER_OPT_PERFORMANCE #pragma multi_compile __ FFXM_FSR2_OPTION_SHADER_OPT_PERFORMANCE
#pragma multi_compile __ FFXM_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS #pragma multi_compile __ FFXM_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS
@ -83,7 +83,7 @@ Shader "TND/ASR/ffx_fsr2_fs"
#pragma target 4.5 #pragma target 4.5
//#pragma enable_d3d11_debug_symbols //#pragma enable_d3d11_debug_symbols
//#pragma multi_compile __ FFXM_HALF
#pragma multi_compile __ FFXM_HALF
#pragma multi_compile __ FFXM_FSR2_OPTION_SHADER_OPT_BALANCED #pragma multi_compile __ FFXM_FSR2_OPTION_SHADER_OPT_BALANCED
#pragma multi_compile __ FFXM_FSR2_OPTION_SHADER_OPT_PERFORMANCE #pragma multi_compile __ FFXM_FSR2_OPTION_SHADER_OPT_PERFORMANCE
#pragma multi_compile __ FFXM_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE #pragma multi_compile __ FFXM_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE

2
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_lock_pass.compute

@ -1,6 +1,6 @@
#pragma kernel main #pragma kernel main
//#pragma multi_compile __ FFXM_HALF
#pragma multi_compile __ FFXM_HALF
#pragma multi_compile __ FFXM_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS #pragma multi_compile __ FFXM_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS
#pragma multi_compile __ FFXM_FSR2_OPTION_JITTERED_MOTION_VECTORS #pragma multi_compile __ FFXM_FSR2_OPTION_JITTERED_MOTION_VECTORS
#pragma multi_compile __ FFXM_FSR2_OPTION_INVERTED_DEPTH #pragma multi_compile __ FFXM_FSR2_OPTION_INVERTED_DEPTH

6
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/ffxm_common_types.h

@ -472,7 +472,7 @@ typedef FfxUInt32x4 Prefix##_U4;
#if defined(SHADER_API_PSSL) #if defined(SHADER_API_PSSL)
#if FFX_HALF
#if FFXM_HALF
#define FFXM_MIN16_F half #define FFXM_MIN16_F half
#define FFXM_MIN16_F2 half2 #define FFXM_MIN16_F2 half2
@ -504,7 +504,7 @@ typedef FfxUInt32x4 Prefix##_U4;
#define FFXM_16BIT_U3 ushort3 #define FFXM_16BIT_U3 ushort3
#define FFXM_16BIT_U4 ushort4 #define FFXM_16BIT_U4 ushort4
#else // FFX_HALF
#else // FFXM_HALF
#define FFXM_MIN16_F float #define FFXM_MIN16_F float
#define FFXM_MIN16_F2 float2 #define FFXM_MIN16_F2 float2
@ -536,7 +536,7 @@ typedef FfxUInt32x4 Prefix##_U4;
#define FFXM_16BIT_U3 uint3 #define FFXM_16BIT_U3 uint3
#define FFXM_16BIT_U4 uint4 #define FFXM_16BIT_U4 uint4
#endif // FFX_HALF
#endif // FFXM_HALF
#endif // #if defined(SHADER_API_PSSL) #endif // #if defined(SHADER_API_PSSL)

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