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Use implicit register binding for fragment shader random write targets. Fixes UAVs not binding properly on PS5.

asr-console
Nico de Poel 10 months ago
parent
commit
cc74a9cd2f
  1. 4
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_callbacks_hlsl.h

4
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_callbacks_hlsl.h

@ -379,7 +379,11 @@ SamplerState s_LinearClamp : register(s1);
// UAV declarations
#if defined FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH
#if defined(SHADER_API_PSSL)
RWTexture2D<FfxUInt32> rw_reconstructed_previous_nearest_depth; // Need to use implicit register binding for random write targets on PS4/5
#else
RWTexture2D<FfxUInt32> rw_reconstructed_previous_nearest_depth : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH);
#endif
#endif
#if defined FSR2_BIND_UAV_DILATED_MOTION_VECTORS
RWTexture2D<FfxFloat32x2> rw_dilated_motion_vectors : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_DILATED_MOTION_VECTORS);

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