Nico de Poel
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e0027ed77a
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Added MIT license header to every source file, similar to the FFX FSR2 codebase
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3 years ago |
Nico de Poel
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06a2658080
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More renaming
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3 years ago |
Nico de Poel
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f429de28fb
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Enabled DXC shader compiler on supported platforms, and use it to enable native 16-bit and wave operations where possible.
Moved common defines, pragmas and hacks into a new shared header file.
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3 years ago |
Nico de Poel
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54849cee0f
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Use RenderTargetIdentifier magic to bind UAV outputs to SRV inputs, making obsolete the monkey patching of shaders.
Also reorganized the SRV/UAV names to match the ordering from the FSR2 source.
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3 years ago |
Nico de Poel
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13eb24289e
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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.
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3 years ago |
Nico de Poel
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9489a19cd8
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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.
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3 years ago |
Nico de Poel
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913c5879fa
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Started work on luminance pyramid and acculumate pipelines.
Added keywords for customization options to the compute shaders using multi_compile_local.
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3 years ago |
Nico de Poel
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9b768e2c2f
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- Added Unity wrappers for all FSR2 compute shaders
- Experimented with alternate compilation options for RCAS shader
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3 years ago |