Nico de Poel
d6bb123157
Removed unused resource definitions
2 years ago
Nico de Poel
3908ee767b
Modified passes with updated SRV and UAV bindings
2 years ago
Nico de Poel
6c024407cb
Defined all of the resources needed for FSR 3.1, left the old stuff intact for now so it still compiles.
2 years ago
Nico de Poel
b03217eebd
Initial update of dispatch parameters and enums for FSR 3.1
2 years ago
Nico de Poel
8b4a7fd78f
Correctly destroy resources when not in play mode
2 years ago
Nico de Poel
9854cd1279
Rename FSR2 to FSR3 Upscaler, part 2: class and file names.
2 years ago
Nico de Poel
62a924ae83
Rename FSR2 to FSR3 Upscaler, part 1: strings and comments.
2 years ago
Nico de Poel
b3bc46fcb7
Moved management of aliasable resources to the Fsr2Resources class and gave the methods more logical names.
3 years ago
Nico de Poel
cf316ebf4f
Comment that the atomic counter shouldn't be aliasable
3 years ago
Nico de Poel
63d6fd3203
Changed atomic counter from a temporary RT to a permanent one, and set it to 0 only on the first frame. Potential fix for auto-exposure on MacOS.
3 years ago
Nico de Poel
ef20869c48
Added support for experimental auto-TCR generation pass
3 years ago
Nico de Poel
e0027ed77a
Added MIT license header to every source file, similar to the FFX FSR2 codebase
3 years ago
Nico de Poel
1ff980bea9
Changing my mind yet again about directory names
3 years ago
Nico de Poel
da651c3d6f
Moved some files
3 years ago
Nico de Poel
c1326fc261
Added some comments to the main FSR2 classes
3 years ago
Nico de Poel
6c15840df8
Fixed LUT data by using R32_SFloat format instead. Increases VRAM usage a bit but for these small LUTs that's okay.
Changed filter mode for temp RTs to just default, to make it more clear we're not specifically choosing any filter mode; how these RTs are sampled is determined by the shaders.
3 years ago
Nico de Poel
141a4a8335
Added a bit of missing resource management
3 years ago
Nico de Poel
2440486872
Implemented resource clearing logic on first execution and reset
3 years ago
Nico de Poel
13eb24289e
Initial implementation of accumulation pass. It's doing... something but it's definitely not correct yet.
Changed scene luminance into a persistent RT, since that makes it easier to control mipmaps and bind specific mip levels.
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