16 Commits (cb4321b8ae4c1125a8cba23ab227923d7fdc26d4)

Author SHA1 Message Date
Nico de Poel cb4321b8ae Updated shaders and passes to the framework changes 2 years ago
Nico de Poel 404a090adf Reworked optical flow passes to inherit from FfxPassBase, with a bit of a hack to work around the need for the extra level parameter. 2 years ago
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