Nico de Poel
63d46a6c8e
Imported FSR 3.1 implementation
2 years ago
Nico de Poel
415154ff54
- Separated FSR3 shader aggregate from the scriptable object, so that they can be embedded directly inside PostProcessResources
- No longer need to send callbacks to the FSR3 Context.
2 years ago
Nico de Poel
6b590b64af
Refactored loading of FSR3 compute shaders, using an aggregate object containing pre-loaded compute shaders instead of the old callbacks.
This gives more control to the application about how shaders are loaded/unloaded, and it fits in much more nicely with PPV2's resources.
2 years ago
Nico de Poel
b7b3842b95
Moved ResourceView out of the Fsr3Upscaler class and into the FidelityFX namespace, making usages of ResourceView a lot cleaner.
ResourceView is also generic enough that it could/should be reused for any other FidelityFX effects, so this move makes sense.
2 years ago
Nico de Poel
c71e487b15
Updated SuperResolution shaders and code to FSR3
2 years ago
Nico de Poel
8c7aeae4a7
Renamed RenderTargetView to ResourceView, which is a bit shorter to type and captures the essence well.
2 years ago
Nico de Poel
87f11b5f7c
Made all RenderTargetView fields non-nullable, and introduced a special Empty value for optional fields.
This removes the need for a lot of HasValue checks, especially since all fields will eventually get a value anyway, making those checks rather redundant. This also makes it clearer that all SRVs will get bound with a valid input texture, even if the input is optional.
2 years ago
Nico de Poel
b4ddc41f1b
Reworked input/output resource management using a new RenderTargetView struct, which encompasses all relevant data required to bind textures from various sources.
This eliminates the need for resource binding code outside of the core FSR2 classes, and makes the public API more strict and consistent. It also removes the need for the slightly awkward input/output resource debug checks.
2 years ago
Nico de Poel
6ecfb65943
Imported FSR2 shaders and core classes
3 years ago