Commit graph

28 commits

Author SHA1 Message Date
Simon Walton
999e5beba1 Move linear pass down sample shader to deferred compile 2018-04-19 15:30:16 -07:00
Simon Walton
b469cdfda2 More shaders to deferred compile scheme 2018-04-13 17:52:33 -07:00
Simon Walton
1ab31d9116 Defer some shader compilation to a batch job - WIP 2018-04-13 15:38:48 -07:00
samcake
63fe579022 simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
samcake
354cbbc927 Investigate why the disable depth Bclamp doesn't work 2016-08-31 19:14:35 -07:00
samcake
af68a2550e Remve dead code 2016-08-30 14:53:37 -07:00
samcake
faef8a9930 Adding the timing for GPU support with a simpelr JobConfig 2016-08-30 12:22:21 -07:00
samcake
36d58a2b82 Finish the integration of the diffusion pass in the SurfaceGeometryPass job, clean up ui 2016-07-19 10:34:06 -07:00
samcake
ff132fa712 Gathering the diffusion passes in the SUrfaceGEometryPAss job 2016-07-19 02:11:22 -07:00
samcake
a8dd06ad38 Better groupint of the diffuseion of the curvature for easier fix for mini mirror 2016-07-18 19:24:43 -07:00
samcake
34f2a96888 Adding the check for Obscurrance 2016-07-18 18:11:51 -07:00
samcake
80587ca8a3 using the textureGather lookup 2016-07-18 12:52:21 -07:00
samcake
5a0ce81516 Performing the curvature generation and diffusion at half the resolution 2016-07-18 03:54:05 -07:00
samcake
9332f82d54 Carrefully improving the curvature generation performances 2016-07-17 17:13:07 -07:00
samcake
076b8cd297 Instrumenting the GPU git status 2016-07-15 17:47:54 -07:00
samcake
cde17ecaab Clenaing the rendering and the framebuffer allocations 2016-07-12 14:34:54 -07:00
samcake
ba7590712a BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymore 2016-07-11 18:33:57 -07:00
samcake
d128af48db Fix the curvature issue in stereo by evaluating in the mono clip space, not stereo. INtegrate the scattering in simple ambient without IBL 2016-06-28 13:47:55 -07:00
samcake
a619a142ed Friday night build, working on getting the LUT generated on the GPU 2016-06-24 17:48:40 -07:00
samcake
884b9211c6 Curvature is looking correct now without artefact, moving on to the lighting 2016-06-23 17:13:48 -07:00
samcake
e31a3b4d08 After trying stop trying to expose a generic [] operator on Varying and Containers 2016-06-15 15:13:51 -07:00
samcake
f69c72f984 Fixing the VaryingPair problem 2016-06-13 10:44:31 -07:00
samcake
6a5dff06c4 Pushing a shitty state where the pairs of Varyings don;t get copied correctly 2016-06-13 09:46:24 -07:00
samcake
c325cc50dd Adding the depth aware blur 2016-06-11 18:54:22 -07:00
samcake
28886f6ec3 Many improvments 2016-06-10 17:18:12 -07:00
samcake
75a5f6bd89 Intoducing the bluring as a separate Job reusable and the first version of curvature 2016-06-07 18:13:40 -07:00
samcake
8d90570f72 Correcting the Z sign 2016-06-06 09:29:50 -07:00
samcake
0ea1e7c6b5 Adding acleaner way to do all the deferred frame transform manipulation 2016-06-03 19:29:48 -07:00