4 Commits (d1808d542e88dcafa5ab56fbe9260ee751de2023)

Author SHA1 Message Date
Nico de Poel 63d46a6c8e Imported FSR 3.1 implementation 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 b7b3842b95 Moved ResourceView out of the Fsr3Upscaler class and into the FidelityFX namespace, making usages of ResourceView a lot cleaner. 2 years ago
Nico de Poel c71e487b15 Updated SuperResolution shaders and code to FSR3 2 years ago
Nico de Poel 3fcb2cfc57 Renamed Pipelines to Passes 2 years ago
Nico de Poel 8c7aeae4a7 Renamed RenderTargetView to ResourceView, which is a bit shorter to type and captures the essence well. 2 years ago
Nico de Poel 87f11b5f7c Made all RenderTargetView fields non-nullable, and introduced a special Empty value for optional fields. 2 years ago
Nico de Poel 05db2a9c39 Changed prebaked RCAS configurations into an array, as there is no need for a dynamically sized list here. 2 years ago
Nico de Poel b4ddc41f1b Reworked input/output resource management using a new RenderTargetView struct, which encompasses all relevant data required to bind textures from various sources. 2 years ago
Nico de Poel 51c5a44c1a Set constant buffer data as part of the command buffers, instead of immediately. 3 years ago
Nico de Poel a73b7ba0e2 Clear initial auto-exposure value to zero instead of negative one. Fixes black screen flashes on Metal when performing an accumulation reset. 3 years ago
Nico de Poel 5ee49f68a8 Reset atomic counter on any kind of reset, not just on first execution. Fixes black screen on Metal when doing a history reset. 3 years ago
Nico de Poel c6c45fc2bc Moved management of aliasable resources to the Fsr2Resources class and gave the methods more logical names. 3 years ago
Nico de Poel 79211d3dbb - Consolidated accumulate and accumulate+sharpen pipelines into a single pipeline, with the sharpening option being changed into a local keyword that can be enabled or disabled on-the-fly. This removes the need for an additional copy of the accumulate shader, saving a considerable amount of memory. 3 years ago
Nico de Poel 6ecfb65943 Imported FSR2 shaders and core classes 3 years ago