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For example, suppose we have an image that's 1080x3200 with 8x8 tiles, so the VRS image is 135 x 400. Suppose our example supports up to 2x2 coarse pixel size, so numThreadGroupsX is 68, numThreadGroupsY is 200. Why is it 68x200? 4 VRS tiles (2x2 tiles) per thread. Each threadgroup is 8x8 threads and computes 4 VRS tiles (2x2 VRS tiles is 16x16 pixels) (each thread gets luminance for a 2x2 pixels x 8x8 threads = 16x16 pixels). I think that sort of makes sense...
However, what is while (index < FFX_VariableShading_SampleCount) doing? while (index < 100) { do stuff then index += 64 }. What is this while loop doing? Is it okay to comment it out?
Can you explain how the compute shader and related threadgroups work?
From C++ code:
From VRSImageGenCS.hlsl (static const uint FFX_VariableShading_ThreadCount1D = 8;)
From ffx_variable_shading.h:
For example, suppose we have an image that's 1080x3200 with 8x8 tiles, so the VRS image is 135 x 400. Suppose our example supports up to 2x2 coarse pixel size, so numThreadGroupsX is 68, numThreadGroupsY is 200. Why is it 68x200? 4 VRS tiles (2x2 tiles) per thread. Each threadgroup is 8x8 threads and computes 4 VRS tiles (2x2 VRS tiles is 16x16 pixels) (each thread gets luminance for a 2x2 pixels x 8x8 threads = 16x16 pixels). I think that sort of makes sense...
However, what is
while (index < FFX_VariableShading_SampleCount)
doing?while (index < 100) { do stuff then index += 64 }
. What is this while loop doing? Is it okay to comment it out?The text was updated successfully, but these errors were encountered: