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Add readme, contributing, code of conduct, license and initial media …
…files Signed-off-by: Rodrigo Holztrattner <[email protected]>
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# Visual Studio 2015 user specific files | ||
.vs/ | ||
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# Compiled Object files | ||
*.slo | ||
*.lo | ||
*.o | ||
*.obj | ||
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# Precompiled Headers | ||
*.gch | ||
*.pch | ||
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# Compiled Dynamic libraries | ||
# *.so | ||
# *.dylib | ||
# *.dll | ||
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# Fortran module files | ||
*.mod | ||
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# Compiled Static libraries | ||
# *.lai | ||
# *.la | ||
# *.a | ||
# *.lib | ||
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# Executables | ||
# *.exe | ||
# *.out | ||
# *.app | ||
# *.ipa | ||
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# These project files can be generated by the engine | ||
*.xcodeproj | ||
*.xcworkspace | ||
*.sln | ||
*.suo | ||
*.opensdf | ||
*.sdf | ||
*.VC.db | ||
*.VC.opendb | ||
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# Precompiled Assets | ||
SourceArt/**/*.png | ||
SourceArt/**/*.tga | ||
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# Binary Files | ||
# Binaries/* | ||
# Plugins/*/Binaries/* | ||
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# Builds | ||
# Build/* | ||
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# Whitelist PakBlacklist-<BuildConfiguration>.txt files | ||
!Build/*/ | ||
Build/*/** | ||
!Build/*/PakBlacklist*.txt | ||
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# Don't ignore icon files in Build | ||
!Build/**/*.ico | ||
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# Built data for maps | ||
*_BuiltData.uasset | ||
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# Configuration files generated by the Editor | ||
# Saved/* | ||
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# Compiled source files for the engine to use | ||
# Intermediate/* | ||
# Plugins/*/Intermediate/* | ||
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# Cache files for the editor to use | ||
DerivedDataCache/* | ||
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# Debug symbols | ||
*.pdb |
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# Contributor Covenant Code of Conduct | ||
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## Our Pledge | ||
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In the interest of fostering an open and welcoming environment, we as | ||
contributors and maintainers pledge to making participation in our project and | ||
our community a harassment-free experience for everyone, regardless of age, body | ||
size, disability, ethnicity, gender identity and expression, level of experience, | ||
nationality, personal appearance, race, religion, or sexual identity and | ||
orientation. | ||
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## Our Standards | ||
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Examples of behavior that contributes to creating a positive environment | ||
include: | ||
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* Using welcoming and inclusive language | ||
* Being respectful of differing viewpoints and experiences | ||
* Gracefully accepting constructive criticism | ||
* Focusing on what is best for the community | ||
* Showing empathy towards other community members | ||
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Examples of unacceptable behavior by participants include: | ||
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* The use of sexualized language or imagery and unwelcome sexual attention or | ||
advances | ||
* Trolling, insulting/derogatory comments, and personal or political attacks | ||
* Public or private harassment | ||
* Publishing others' private information, such as a physical or electronic | ||
address, without explicit permission | ||
* Other conduct which could reasonably be considered inappropriate in a | ||
professional setting | ||
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## Our Responsibilities | ||
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Project maintainers are responsible for clarifying the standards of acceptable | ||
behavior and are expected to take appropriate and fair corrective action in | ||
response to any instances of unacceptable behavior. | ||
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Project maintainers have the right and responsibility to remove, edit, or | ||
reject comments, commits, code, wiki edits, issues, and other contributions | ||
that are not aligned to this Code of Conduct, or to ban temporarily or | ||
permanently any contributor for other behaviors that they deem inappropriate, | ||
threatening, offensive, or harmful. | ||
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## Scope | ||
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This Code of Conduct applies both within project spaces and in public spaces | ||
when an individual is representing the project or its community. Examples of | ||
representing a project or community include using an official project e-mail | ||
address, posting via an official social media account, or acting as an appointed | ||
representative at an online or offline event. Representation of a project may be | ||
further defined and clarified by project maintainers. | ||
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## Enforcement | ||
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Instances of abusive, harassing, or otherwise unacceptable behavior may be | ||
reported by contacting the project team. All complaints will be reviewed | ||
and investigated and will result in a response that is deemed necessary and | ||
appropriate to the circumstances. The project team is obligated to maintain | ||
confidentiality with regard to the reporter of an incident. | ||
Further details of specific enforcement policies may be posted separately. | ||
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Project maintainers who do not follow or enforce the Code of Conduct in good | ||
faith may face temporary or permanent repercussions as determined by other | ||
members of the project's leadership. | ||
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## Attribution | ||
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This Code of Conduct is adapted from the [Contributor Covenant][homepage], version 1.4, | ||
available at https://www.contributor-covenant.org/version/1/4/code-of-conduct.html | ||
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[homepage]: https://www.contributor-covenant.org |
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## Contributing to # Snapdragon™ Game Plugins for Unreal Engine | ||
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Hi there! | ||
We’re thrilled that you’d like to contribute to this project. | ||
Your help is essential for keeping this project great and for making it better. | ||
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## Branching Strategy | ||
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In general, contributors should develop on branches based off of `main` and pull requests should be made against `main`. | ||
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## Submitting a pull request | ||
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1. Please read our [code of conduct](CODE-OF-CONDUCT.md) and [license](LICENSE). | ||
2. [Fork](https://github.com/quic/snapdragon-game-plugins-for-unreal-engine) and clone the repository. | ||
3. Create a new branch based on `main`: `git checkout -b <my-branch-name> main`. | ||
4. Make your changes, add tests, and make sure the tests still pass. | ||
5. Commit your changes using the [DCO](http://developercertificate.org/). You can attest to the DCO by commiting with the **-s** or **--signoff** options or manually adding the "Signed-off-by". | ||
6. Push to your fork and [submit a pull request](https://github.com/quic/snapdragon-game-plugins-for-unreal-engine) from your branch to `main`. | ||
7. Pat yourself on the back and wait for your pull request to be reviewed. | ||
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Here are a few things you can do that will increase the likelihood of your pull request to be accepted: | ||
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- Keep your change as focused as possible. | ||
If you want to make multiple independent changes, please consider submitting them as separate pull requests. | ||
- Write a [good commit message](http://tbaggery.com/2008/04/19/a-note-about-git-commit-messages.html). |
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Copyright (c) 2023, Qualcomm Innovation Center, Inc. All rights reserved. | ||
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Redistribution and use in source and binary forms, with or without | ||
modification, are permitted provided that the following conditions are met: | ||
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1. Redistributions of source code must retain the above copyright notice, | ||
this list of conditions and the following disclaimer. | ||
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2. Redistributions in binary form must reproduce the above copyright notice, | ||
this list of conditions and the following disclaimer in the documentation | ||
and/or other materials provided with the distribution. | ||
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3. Neither the name of the copyright holder nor the names of its contributors | ||
may be used to endorse or promote products derived from this software | ||
without specific prior written permission. | ||
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | ||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | ||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | ||
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE | ||
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR | ||
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF | ||
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS | ||
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN | ||
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | ||
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | ||
POSSIBILITY OF SUCH DAMAGE. | ||
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SPDX-License-Identifier: BSD-3-Clause |
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# Snapdragon™ Game Plugins for Unreal Engine | ||
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### Table of contents | ||
- [Snapdragon™ Game Plugins for Unreal Engine](#snapdragon-game-plugins-for-unreal-engine) | ||
- [Table of contents](#table-of-contents) | ||
- [Introduction](#introduction) | ||
- [Usage Instructions](#usage-instructions) | ||
- [List of Plugins](#list-of-plugins) | ||
- [Snapdragon™ Game Super Resolution](#snapdragon-game-super-resolution) | ||
- [License](#license) | ||
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# Introduction | ||
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This repository is a collection of plugins for the Unreal Engine, developed and authored by the Snapdragon™ Studios team. | ||
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This component is part of the [Snapdragon™ Game Toolkit](https://developer.qualcomm.com/gametoolkit). | ||
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# Usage Instructions | ||
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Unreal Engine contains multiple major versions, some released a few years ago but still used by many developers and game studios. Because of this, our repository is structured to provide plugins on a similar way: | ||
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- Select your major engine version in one of the branches in this repository | ||
- Plugins are always contained in the "Plugins" directory | ||
- Follow any extra instructions contained at the plugin of your choice | ||
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Note: The plugins are normally just drag and drop, and usually they can all be used as both an engine and project plugins, exceptions and extra instructions will be listed on the plugin readme, inside its own folder, if any. | ||
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# List of Plugins | ||
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## Snapdragon™ Game Super Resolution | ||
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*Available Versions:* | ||
| [4.27](https://github.com/quic/snapdragon-game-plugins-for-unreal-engine/tree/engine/4.27/Plugins/SGSR) | [5.0](https://github.com/quic/snapdragon-game-plugins-for-unreal-engine/tree/engine/5.0/Plugins/SGSR) | [5.1](https://github.com/quic/snapdragon-game-plugins-for-unreal-engine/tree/engine/5.1/Plugins/SGSR) | [5.2](https://github.com/quic/snapdragon-game-plugins-for-unreal-engine/tree/engine/5.2/Plugins/SGSR) | | ||
|------|-----|-----|-----| | ||
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Snapdragon™ Game Studios developed Snapdragon™ Game Super Resolution (Snapdragon™ GSR or SGSR), which integrates upscaling and sharpening in one single GPU shader pass. The algorithm uses a 12-tap Lanczos-like scaling filter and adaptive sharpening filter, which presents smooth images and sharp edges. | ||
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Our solution provides an efficient solution for games to draw 2D UI at device resolution for better visual quality, while rendering the 3D scene at a lower resolution for performance and power savings. | ||
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<img src="media/snapdragon_gsr_video.gif" width="500" height="500" /> | ||
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The technique has visual quality on par with other spatial upscaling techniques while being highly optimized for Adreno™ GPU hardware. | ||
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More information can be found at https://github.com/quic/snapdragon-gsr | ||
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# License | ||
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Snapdragon™ Game Super Resolution is licensed under the BSD 3-clause “New” or “Revised” License. Check out the [LICENSE](LICENSE) for more details. |
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