Shadow of War: HDR and more#157
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| device_data.has_drawn_sr = sr_implementations[device_data.sr_type]->Draw(sr_instance_data, native_device_context, draw_data); | ||
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| // Copy back to input, fixing missing transparency FXs. | ||
| if (SRUser::copy_resource) native_device_context->CopyResource(resource_scene.get(), resource_rt.get()); |
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Is this really necessary?
Maybe the issue is how DLSS handles alpha.
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If it's that unoptimized to have the branch not execute, the ok, del it. Otherwise, I can't get bloom to show unless I use that on my end.
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Could you test copying alpha of the scene to the DLSS output, after DLSS runs. The original TAA copies alpha from the scene to the output.
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I couldn't compile on my end, Luma CB hell. I don't think having too many namespaces helps with organization and readability. Some is in namespaces, some global (unnamed namespace), some is in Overall if it all works fine (couldn't test on my end, can't compile), it's fine with me. |
I'll clean it up more when I get home. A lot of the namespace meant to be more complicated until I figured out how to reduce. Like DisplayMode used to be way crazier, handling branching between vanilla HDR and SDR mode until I found that HDR mode is beyond repair. |
I thought you included the file already lol, since you had GameCBuffers created already, so I forgot to push vcxproj.
I removed them. Only the really needed few are there now. Everything is finalizing for HDR, and it should compile now. (Included FSR src and libs too, though unused.) I still haven't found why the DLSS bloom missing thing happens.
Also, I can combine down all the commits after you've read them |
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@garamond13 If you build, can you check DLSS? |
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DLSS works fine for me. In shaders you have some This may be bug with decompiler. Also some UI settings are replicated in shader defines, is that avoidable? |
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Strange I decompiled some other shader, and it looks correct. Decompiled one more, more complex shader. It decompiled correctly. |
Most Controversial Change
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I walked back on the UAV access since MVs generates on paused moving objects, which leads to artefacting. Now, I'm just passing in a dummy black 1x1 texture for MVs while in Photo Mode. |




DON'T ACCEPT YET!
HDR
SR
Others
Cleanliness?
TODO
Luma Tab
Retuned Fire