Home Explore Help
Sign In
ndepoel
/
FSRTestBuiltin
1
0
Fork 0
Code Issues Pull Requests Projects Releases Wiki Activity
27 Commits
4 Branches
0 Tags
100 MiB
Tree: 1b41f6b2d7
fsr3
fsr3.1
mac-autoexp
master
Branches Tags
${ item.name }
Create tag ${ searchTerm }
Create branch ${ searchTerm }
from '1b41f6b2d7'
${ noResults }
Commit Graph

4 Commits (1b41f6b2d73d41765b3091262558c0eb455dcf4b)

Author SHA1 Message Date
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 9489a19cd8 Progress on managing resources. Compute luminance pyramid shader is starting to do something.
Also looked at the Lanczos LUT resource and ran into some roadblocks there.
3 years ago
Nico de Poel 4d6a47a03c Reworked creation and dispatch to use description classes to pass parameters, designed similar to how the original FSR2 library does things, but adapted slightly to fit the Unity context.
3 years ago
Nico de Poel fc233b935f Moved all compute shader-related code to the Fsr2Context class, renamed FSR2Thing to Fsr2Controller and made the callbacks a static field in the Fsr2 class.
It's becoming more clear now who is responsible for what, and where things should be implemented.
3 years ago
Powered by Gitea Version: 1.14.1 Page: 87ms Template: 4ms
English
English 简体中文 繁體中文(香港) 繁體中文(台灣) Deutsch français Nederlands latviešu русский Українська 日本語 español português do Brasil Português de Portugal polski български italiano suomi Türkçe čeština српски svenska 한국어
Licenses API Website Go1.16.3