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Revert "Removed Xbox Series from the modern shaders, as it doesn't like Native16Bit at all and just falls back to legacy, and restored Native16Bit to all the modern shaders. Xbox Series will still use DXC and wave operations."

This reverts commit 99f28af11d.
armasr
Nico de Poel 10 months ago
parent
commit
fdf2125cfe
  1. 1
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Runtime/AsrAssets.cs
  2. 10
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_fragment_modern.shader
  3. 3
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_lock_modern.compute
  4. 8
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_luma_pyramid_legacy.compute
  5. 5
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_luma_pyramid_modern.compute

1
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Runtime/AsrAssets.cs

@ -70,6 +70,7 @@ namespace ArmASR
case GraphicsDeviceType.Metal:
case GraphicsDeviceType.PlayStation5:
case GraphicsDeviceType.PlayStation5NGGC:
case GraphicsDeviceType.GameCoreXboxSeries:
return modernShaders;
default:
return legacyShaders;

10
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_fragment_modern.shader

@ -12,7 +12,7 @@ Shader "TND/ASR/ffxm_fsr2_fragment_modern"
#pragma vertex VertMain
#pragma fragment main
#pragma target 4.5
#pragma only_renderers d3d11 vulkan metal ps5
#pragma only_renderers d3d11 vulkan metal ps5 xboxseries
#pragma use_dxc
#pragma require Native16Bit
//#pragma enable_d3d11_debug_symbols
@ -35,7 +35,7 @@ Shader "TND/ASR/ffxm_fsr2_fragment_modern"
#pragma vertex VertMain
#pragma fragment main
#pragma target 4.5
#pragma only_renderers d3d11 vulkan metal ps5
#pragma only_renderers d3d11 vulkan metal ps5 xboxseries
#pragma use_dxc
#pragma require Native16Bit
//#pragma enable_d3d11_debug_symbols
@ -62,7 +62,7 @@ Shader "TND/ASR/ffxm_fsr2_fragment_modern"
#pragma vertex VertMain
#pragma fragment main
#pragma target 4.5
#pragma only_renderers d3d11 vulkan metal ps5
#pragma only_renderers d3d11 vulkan metal ps5 xboxseries
#pragma use_dxc
#pragma require Native16Bit
//#pragma enable_d3d11_debug_symbols
@ -90,7 +90,7 @@ Shader "TND/ASR/ffxm_fsr2_fragment_modern"
#pragma vertex VertMain
#pragma fragment main
#pragma target 4.5
#pragma only_renderers d3d11 vulkan metal ps5
#pragma only_renderers d3d11 vulkan metal ps5 xboxseries
#pragma use_dxc
#pragma require Native16Bit
//#pragma enable_d3d11_debug_symbols
@ -120,7 +120,7 @@ Shader "TND/ASR/ffxm_fsr2_fragment_modern"
#pragma vertex VertMain
#pragma fragment main
#pragma target 4.5
#pragma only_renderers d3d11 vulkan metal ps5
#pragma only_renderers d3d11 vulkan metal ps5 xboxseries
#pragma use_dxc
#pragma require Native16Bit
//#pragma enable_d3d11_debug_symbols

3
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_lock_modern.compute

@ -1,7 +1,6 @@
#pragma kernel main
#pragma only_renderers d3d11 vulkan metal ps5
#pragma only_renderers d3d11 vulkan metal ps5 xboxseries
#pragma use_dxc
#pragma require Native16Bit
//#pragma enable_d3d11_debug_symbols
#pragma multi_compile __ FFXM_HALF

8
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_luma_pyramid_legacy.compute

@ -10,13 +10,7 @@
#include "ffxm_fsr2_common.cginc"
// Enable wave operations for the platforms that support it
#if defined(SHADER_API_GAMECORE_XBOXSERIES)
#pragma require WaveBasic // Required for WaveGetLaneIndex
#pragma require WaveBallot // Required for WaveReadLaneAt
#pragma require QuadShuffle // Required for QuadReadAcross
#else
// Disable wave operations altogether
#define FFXM_SPD_NO_WAVE_OPERATIONS
#endif
#include "shaders/ffxm_fsr2_compute_luminance_pyramid_pass.hlsl"

5
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_luma_pyramid_modern.compute

@ -1,7 +1,6 @@
#pragma kernel main
#pragma only_renderers d3d11 vulkan metal ps5
#pragma only_renderers d3d11 vulkan metal ps5 xboxseries
#pragma use_dxc
#pragma require Native16Bit
//#pragma enable_d3d11_debug_symbols
#pragma multi_compile __ FFXM_HALF
@ -14,7 +13,7 @@
#include "ffxm_fsr2_common.cginc"
// Enable wave operations for the platforms that support it
#if (defined(SHADER_API_D3D12) || defined(SHADER_API_VULKAN) || defined(SHADER_API_METAL)) && !defined(SHADER_API_MOBILE)
#if (defined(SHADER_API_D3D12) || defined(SHADER_API_VULKAN) || defined(SHADER_API_METAL) || defined(SHADER_API_GAMECORE)) && !defined(SHADER_API_MOBILE)
#pragma require WaveBasic // Required for WaveGetLaneIndex
#pragma require WaveBallot // Required for WaveReadLaneAt
#pragma require QuadShuffle // Required for QuadReadAcross

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