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Implement FXAA algorithm #185
Conversation
realize the fxaa
fix the bug of fxaa pass
error commit is a89c194
fix the compile bug happened in linux and macos
THe “VK_DEPENDENCY_BY_REGION_BIT” inside the “fxaa_pass_depend_on_color_grading_pass.dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT” should be removed, since we use "sampled image" rather than "input attachment". |
remove “fxaa_pass_depend_on_color_grading_pass.dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT” from the YuqiaoZhang's comment
OK, I have fixed the "VK_DEPENDENCY_BY_REGION_BIT" problem and push a new commitment, @YuqiaoZhang please rerun the workflows |
This PR implemented a new subpass, which is actually required by part C of the homework 2 - Add a new post-processing pass. If I may give some advice, I recommend keep the engine with less features, but simpler and faster. A feature/homework gallery page may be sufficient. Contributors can keep their work in own forks and display links in the page. |
Are there any performance impacts when adding |
I agree with you, "VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT" should NOT be removed. Another backup buffer should be created. |
well, i think FXAA is a meaningful feature for the purpose of game engine study. |
To the performance impacts of removing "VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT", i will create a new buffer to do the FXAA pass. @YuqiaoZhang , is that OK? |
Definitely! This buffer may be used by other post processing effects, for which the input attachment is NOT enough, such as SSAO. Perhaps two buffers (odd and even) should be created. |
I have made a new commitment for creating two buffers for post processing effects, and using one of them for FXAA. @YuqiaoZhang please review the code and assess if this feature should be accepted. |
实现fxaa算法