14 Commits (b21b1b43c403b12f2e6d4c7c308ba49882de91c3)

Author SHA1 Message Date
Nico de Poel b21b1b43c4 Reworked passes to make the context description copy unnecessary, and made use of extension methods to simplify resource binding in Optical Flow passes. 2 years ago
Nico de Poel acb54c821f Refactored frame interpolation passes to use the common base class, and simplified all of the shader resource bindings. 2 years ago
Nico de Poel 7b988fd39d Reworked dispatching code to use the common SPD and depth params methods. 2 years ago
Nico de Poel 875b90f6ef Simplified backbuffer selection for interpolation source 2 years ago
Nico de Poel c215db4017 Removed a few TODOs for things that have been checked and seem fine 2 years ago
Nico de Poel 4b675d285e Modified inpainting pyramid passes to use a maximum of 7 mip levels. This allows the shaders to stay within the limit of 8 UAV bindings required by DX11.0, and gets rid of Unity's warnings and errors about breaking this limit. 2 years ago
Nico de Poel 80d63d74fa Fixed mipmap bindings when going over the RT's mipmap count, and pick the correct backbuffer to copy for the next frame. 2 years ago
Nico de Poel 28ca91c32f Implemented prepare process and started on main dispatch 2 years ago
Nico de Poel 1fab819f35 Implemented remaining passes 2 years ago
Nico de Poel 4cd63e62a8 Implemented a bunch more FI passes 2 years ago
Nico de Poel 57b78d7bac Implemented prepare (reconstruct and dilate) pass 2 years ago
Nico de Poel df9db23e6a Set up shader IDs and dispatch descriptions 2 years ago
Nico de Poel e9c46dfdd7 Set up pass classes and instances 2 years ago
Nico de Poel e6c714c02e Set up initial skeleton for Frame Interpolation implementation 2 years ago