8 Commits (8633cdcfc2b542b70315bec09e2c8f50d4abc0fe)

Author SHA1 Message Date
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