11 Commits (66e3842ebf6cb1fbcd2b33df587b3cd04892eec0)

Author SHA1 Message Date
Nico de Poel a3f7914691 Prototype implementation of FSR 3.1 via a native plugin 10 months ago
Nico de Poel facfd037d2 Added Legacy variants of the ASR shaders, without DXC, Native16Bit or wave operations. Separated them into an AsrShaderBundle that can be selected from at run-time based on the current graphics device. 10 months ago
Nico de Poel dd33e77b6f Reworked ASR passes to allow for blitting using fragment shaders, and got an idea of the problems yet to solve. Modified assets script and added it to the PPV2 resources. Some additional refactoring and bug fixing as well. 11 months ago
Nico de Poel cac783bebc Working SGSR2 2-pass FS implementation, bit dirty but good enough for testing. 1 year ago
Nico de Poel 8635b131f6 Renamed SGSR2 compute shader resources class, to allow an easier distinction between fragment and compute variants later on 1 year ago
Nico de Poel 5646e0a325 Added PoC SGSR2 upscaler 1 year ago
Nico de Poel 8db82e664c Reworked upscaling integration to allow for multiple upscaler algorithms that can be switched on the fly. 1 year ago
Nico de Poel 79298e140b Updated namespaces now that FSR3 is in a separate sub-namespace. 2 years ago
Nico de Poel 6b590b64af Refactored loading of FSR3 compute shaders, using an aggregate object containing pre-loaded compute shaders instead of the old callbacks. 2 years ago
Nico de Poel 99cbc183f8 Initial integration of FSR2 into the post-processing pipeline, as just an alternative to the standard TAA option. No upscaling yet. 3 years ago
Nico de Poel 94d604ab6c Initial commit with clean version of PPV2 v3.2.2 3 years ago