FidelityFX-VariableShading
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FidelityFX Variable Shading
Can you explain how the compute shader and related threadgroups work? From C++ code: ``` FFX_VariableShading_GetDispatchInfo(data, AdditionalShadingRates(), w, h); pCmdLst->Dispatch(w, h, 1); ``` ``` // coarse tiles are potentially 2x2,...
In the `FFX_VARIABLESHADING_ADDITIONALSHADINGRATES` version, the 1x2 shading rate is calculated using the 2x1 delta. This leads to 1x1 being used instead of 1x2.
This library only seems to support DirectX 12 and HLSL out of the box. Out of curiosity, are there any Vulkan + GLSL ports of this library available (including third-party...