18 Commits (0f5f3d9a690adb9b7942a991bcb4449604be2206)

Author SHA1 Message Date
Nico de Poel 1ca5a36f3e Cleanup and minor details 3 years ago
Nico de Poel 13eb24289e Initial implementation of accumulation pass. It's doing... something but it's definitely not correct yet. 3 years ago
Nico de Poel d044cf2789 Moved resources into their own source file, to make it easier to pass them to pipelines in bulk. Added creation of resources for the accumulate pass. 3 years ago
Nico de Poel 6b74532793 Some cleanup and a few small details 3 years ago
Nico de Poel 650e805af8 Combined color and depth into a single dispatch parameter, which makes it easier to follow what's going on at the various stages. 3 years ago
Nico de Poel c184748907 Separate out depth from the color buffer using RenderTextureSubElement, which does work now. 3 years ago
Nico de Poel 56da810b50 Implemented lock pass 3 years ago
Nico de Poel 38d5f81ccc Added missing RT releases 3 years ago
Nico de Poel 934a3d60fa Implemented depth clip pass. Solved the problem of UAV/SRV name mismatch by monkey-patching the relevant shaders. Added default reactive mask. 3 years ago
Nico de Poel 834c396321 Color, depth and motion vectors are now provided as regular texture inputs to the compute shaders, by blitting them from the game camera ahead of time. 3 years ago
Nico de Poel 8633cdcfc2 Initial implementation of Reconstruct & Dilate pass. Got a pretty decent way of dealing with double-buffered resources. 3 years ago
Nico de Poel 1b41f6b2d7 Provide pipelines with the entire context description, which makes intiialization a bit simpler. Also provide it when registering resources so that the corrext *max* render size can be used. Started on the reconstruct depth pipeline. 3 years ago
Nico de Poel 16f529bce8 Made shading change mip level into a reusable const value, and fixed mip sizes for exposure RTs. 3 years ago
Nico de Poel cd414d75f1 Register aliasable UAV resources globally, before and after scheduling shader dispatches, so that all compute shaders can make use of them but without requiring a whole lot of additional resource management code. 3 years ago
Nico de Poel 9489a19cd8 Progress on managing resources. Compute luminance pyramid shader is starting to do something. 3 years ago
Nico de Poel 16055d7dd9 Continued pipeline implementations: declaring all input/output bindings using shared resource IDs. 3 years ago
Nico de Poel 913c5879fa Started work on luminance pyramid and acculumate pipelines. 3 years ago
Nico de Poel 08e034584c Reorganized context and dispatch code: 3 years ago