branchsbox/fast-blurs-2cancel

10 Commits over 31 Days - 0.01cph!

2 Years Ago
Move MSAA methods to use MultisampleAmount enum reducing clutter, add summary of DownsampleMethods
2 Years Ago
UI Blur with mip chain Blur the actual mip chain, same number of fetches as doing custom bicubic fetch with mips Glass refraction texture is already MSAA resolved, we're sampling a non MSAA image :S Generate mips after resolving framebuffer Add blurred downsample shader Remove ui_blur shader, do blur on the single cheap drawcall of the backdrop filter shader 🍷🗿 Single pass downsample Iterate on single pass blur, use DX11 mipmapper to solve race condition between mip levels Solve race condition on shader, do both axis sequentially Deprecate GenerateMipMaps Move mips generation stuff to Texture.Utils Cleanup Let's not break the API, don't use UAV if we don't expect to use Mips Move GenerateMips back to Graphics since we're in a render block
2 Years Ago
Move GenerateMips back to Graphics since we're in a render block
2 Years Ago
Let's not break the API, don't use UAV if we don't expect to use Mips
2 Years Ago
Deprecate GenerateMipMaps Move mips generation stuff to Texture.Utils Cleanup
2 Years Ago
Solve race condition on shader, do both axis sequentially
2 Years Ago
Single pass downsample Iterate on single pass blur, use DX11 mipmapper to solve race condition between mip levels
2 Years Ago
Remove ui_blur shader, do blur on the single cheap drawcall of the backdrop filter shader 🍷🗿
2 Years Ago
Add blurred downsample shader
2 Years Ago
UI Blur with mip chain Blur the actual mip chain, same number of fetches as doing custom bicubic fetch with mips Glass refraction texture is already MSAA resolved, we're sampling a non MSAA image :S Generate mips after resolving framebuffer