151 Commits (6824f1f652b30a698e8e9c65ffd24b4c41eaeb5c)
 

Author SHA1 Message Date
Nico de Poel 6824f1f652 Enable FP16 (FFXM_HALF keyword) usage by default 11 months ago
Nico de Poel 4c93edccde Added type definitions for PSSL (PS4/5) and removed hard-coded FFMX_HALF defines. Let the multi-compile shaders and C# code control that. 11 months ago
Nico de Poel 9ef2bfdef0 Reverted rework of accumulation parameter initialization function to what it originally was, but with a struct clear to zero. 11 months ago
Nico de Poel 389faf3b65 Minor fixes (clearing auto-exposure to 1e8f achieves faster convergence but might cause issues with OpenGL on Nvidia, keep an eye on this!) 11 months ago
Nico de Poel 4a0fc42c2a Fixed RCAS pass still using compute shader bindings 11 months ago
Nico de Poel c92e35ff73 Added balanced and performance preset keywords to the depth clip and accumulate passes, which seem to be the only ones that use it. Makes the Balanced variant work. Performance variant still problematic. 11 months ago
Nico de Poel 943d119706 Fixed a number of issues to make Quality variant work: 11 months ago
Nico de Poel c4df3d45aa Got UAV bindings in fragment shaders to work in what I think is the correct way 11 months ago
Nico de Poel 82734c7606 Went over all the shader inputs and output and implemented them. Realized that some fragment shaders use UAVs with random write, is that even possible in Unity? 11 months ago
Nico de Poel d71b061d16 Added new shader IDs and resource definitions 11 months ago
Nico de Poel 20a930097e Added keywords for balanced/performance presets and GLES support 11 months ago
Nico de Poel 3ef31fac65 Some cleanup and minor fixes 11 months ago
Nico de Poel 2a88584eb2 Added a quick and dirty upscaler integration and fixed global keyword creation 11 months ago
Nico de Poel ac0adc168b Added definition for quality preset variants 11 months ago
Nico de Poel d320a76b89 Turned dispatch descriptions into structs, using in-parameters where applicable 11 months ago
Nico de Poel a0eeda1e84 Updated fragment shader passes to provide their output render targets to the Blit function, including multi-render targets 11 months ago
Nico de Poel d5bbadaa77 Made all the ASR shader keywords global and encapsulated all of the keyword management into a separate class, which will enable and disable keywords globally based on the initialization flags and dispatch parameters. 11 months ago
Nico de Poel dd33e77b6f Reworked ASR passes to allow for blitting using fragment shaders, and got an idea of the problems yet to solve. Modified assets script and added it to the PPV2 resources. Some additional refactoring and bug fixing as well. 11 months ago
Nico de Poel d7191b98e7 Applied a few more recent fixes from the FSR2 codebase 11 months ago
Nico de Poel d3f60e2650 Added ASR runtime source files, as a copy of the FSR2 sources, with a bunch of renaming and stripped of some parts that we know we're not going to need. 11 months ago
Nico de Poel c8eebd63ed Added multi-compile keywords for all fragment shaders, and added Metal workaround for texture atomics 11 months ago
Nico de Poel a85e242d4c Added shaders for the two compute passes, plus a few minor fixes 11 months ago
Nico de Poel d77922cc4b Backported fixes that we already know are going to be necessary for full Unity support: 11 months ago
Nico de Poel 1551a3ccf8 Added the remaining vertex/fragment shader passes and made the same modifications to get them to compile 11 months ago
Nico de Poel c27195fb9a Defined a vertex/fragment shader for the accumulate pass, with initial modifications to make things compile as a proof of concept: 11 months ago
Nico de Poel 66059cb742 Imported ARM ASR shader code for HLSL without any modifications 11 months ago
Nico de Poel 299200cb9c Ported over jitter UV fixes from Snapdragon GitHub repo 1 year ago
Nico de Poel 9971d85ce4 Changed output texture formats from half to float, fixes Metal shader compilation issues on iOS 1 year ago
Nico de Poel 9f4b96ea25 Made integration more PPV2-like by using property sheets, material property blocks and the BlitFullScreenTriangle method. 1 year ago
Nico de Poel df58df61d6 Reorganized shader code such that standard BiRP and PPV2 can share the same common code with only some light wrappers to implement the differences 1 year ago
Nico de Poel 72df347315 Reworked 2-pass FS implementation to integrate more directly with the PPV2 framework, allowing for multi-target rendering using the fullscreen triangle blit, which eliminates the need for an extra blit at the end. 1 year ago
Nico de Poel cac783bebc Working SGSR2 2-pass FS implementation, bit dirty but good enough for testing. 1 year ago
Nico de Poel 87237bbddc Initial conversion to HLSL 1 year ago
Nico de Poel a0fa2c9e60 First import of GLSL fragment shaders plus some initial Unity shader setup 1 year ago
Nico de Poel a56f0742b5 Further tweaked motion vector processing, now the camera motion vectors from Unity produce an exact match with the auto-generated motion from the clip-delta matrix, in both D3D, Vulkan and OpenGL. It also makes sense with regards to the flipped Y-coordinate in screen space now. The final result looks good now too. 1 year ago
Nico de Poel 05989857c0 Added an untested and as of yet unused HDRP include file, just as an expression of what this file will look like for SRPs 1 year ago
Nico de Poel d354d07d81 Added scaleRatio to unify the cbuffer definition for all shaders, including the fragment shader variant. 1 year ago
Nico de Poel ed566a8beb Empirically determined the best setup for motion vectors in OpenGL, though it still doesn't make a whole lot of sense. Added opt-in debug symbols line to the upscale shaders to make analysis easier. 1 year ago
Nico de Poel 4f8cf086bf More specifically, set NDC Y-coordinate to be up when the Unity graphics API has UV's starting at the top 1 year ago
Nico de Poel 80a8532cb4 Cleaned up an unused argument 1 year ago
Nico de Poel 5b203e7ef5 Set normalized device coordinates Y direction to be up, which is standard in Unity, and properly detect non-zero motion vector inputs. This *seems* to be the correct recipe. 1 year ago
Nico de Poel 19b2969e58 Added macros to change nearest-depth and depth-clipping logic based on whether the Unity graphics API uses reversed Z or not 1 year ago
Nico de Poel 8635b131f6 Renamed SGSR2 compute shader resources class, to allow an easier distinction between fragment and compute variants later on 1 year ago
Nico de Poel 8d6036c91c Moved a bunch of common definitions and functions into a separate file 1 year ago
Nico de Poel 0469bb921f Reverted use of CBUFFER_ macros, as it was breaking the shaders on Vulkan 1 year ago
Nico de Poel 3285c552f4 Verified motion vector "decoding" against the auto-generated camera MVs based on the clip-space delta matrix, and made a small fix 1 year ago
Nico de Poel c43c8d11f9 Reworked SGSR2 classes, moving more logic to the base class, and implemented clip-space delta matrix as well as the is-camera-still logic. 1 year ago
Nico de Poel 9bf6a12c97 Minor optimization: use half float types wherever the original GLSL code uses mediump floats. 1 year ago
Nico de Poel 7217b0fc32 Unity-fied all SGSR2 shaders by changing all texture declarations and accesses into TextureXR-style macros, with a shared BiRP definitions file. 1 year ago
Nico de Poel 0f7baf0b52 Implemented 2-pass CS dispatch 1 year ago