15 Commits (f41a81f1a888ae9fddff83b4f2ea0390faae5ac7)

Author SHA1 Message Date
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 7b988fd39d Reworked dispatching code to use the common SPD and depth params methods. 2 years ago
Nico de Poel de4f5bd83d Refactored context classes to use common base class, and reworked constant buffers to use the wrapper class. 2 years ago
Nico de Poel 097eaa960a Refactored resources classes to use common base class 2 years ago
Nico de Poel 910621b019 Couple of tweaks to facilitate integration 2 years ago
Nico de Poel 198f2725af Renamed namespaces for OF and FI to FrameGen. Logically groups the two together, and it avoids the need for awkward OpticalFlow.OpticalFlow.something references. 2 years ago
Nico de Poel eeb4095685 Reworked backbuffer transfer function parameter into a clearly designated enum 2 years ago
Nico de Poel 9a72a8f180 Implemented the remaining optical flow passes and fixed a few small issues. 2 years ago
Nico de Poel c74320613b Reworked multi-level double-buffered resources into arrays of arrays of render textures 2 years ago
Nico de Poel 0701d8bf52 Moved some helper methods to the static OpticalFlow class 2 years ago
Nico de Poel 4be784e427 Implemented passes up to and including SCD divergence 2 years ago
Nico de Poel 70121d1516 Implemented resources, shader IDs, the skeleton for all passes, setup and destruction, a bunch of helper methods and dispatch of the prepare luma pass. 2 years ago
Nico de Poel 07a7571935 Set up first skeleton for optical flow data structures and dispatching 2 years ago
Nico de Poel b11aa5e50d Added asset container scriptable objects for optical flow and frame interpolation shaders. 2 years ago