Comments (3)
Right. I should add a inverse gamma/regamma in this case to the sahder...
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Presumably the other option would be to use a regular pixel shader pipeline, like the post processing functions, where the sRGB formats are directly supported as both SRVs and RenderTargets to move the conversion before the filtering in the sampler?
I don't know whether having the compute shader version do 4 point samples, gamma converting, taking the average and regammaing would result in any overall performance difference compared with using the built-in pixel shader functions though.
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GenerateMips has always been a bug-farm, and on Direct3D 11 the implementation was very driver-dependent. It does seem like the only "correct" way to solve this is to do as you say and create yet another generatemips codepath using classic texture down-sizing on the GPU.
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Related Issues (20)
- Retire VS 2017 support HOT 1
- DirectXTK emits a -Wreserved-identifier warning with clang v13
- Are d3d12sdklayers.dll symbols files available somewhere? HOT 1
- PostProcess Problem with Radeons 570 & 580 HOT 3
- VertexPositionNormal::InputLayout is undefined in the library HOT 1
- PBREffect directional lights still impact metalness when they are supposed to be off HOT 3
- GenerateMips is causing TDR HOT 6
- New game available written using DirectXTK12 HOT 1
- Make namespace configurable (avoid conflict with D3D11 DirectXTK) HOT 4
- Xbox One "Line drawing and anti aliasing" Tutorial Requires IID_GRAPHICS_PPV_ARGS HOT 2
- WICTextureLoader and DDSTextureLoader feature request HOT 3
- Retire legacy Xbox One XDK support
- "Basic Game Loop" from supplied Win32 template results in invalid window regions after window resize HOT 6
- Havok Animation System HOT 1
- MSAAHelper file downloads download wrong version HOT 1
- Nuget package is not compiled with security protections HOT 3
- Wiki Issue for Getting Started -> Animating using model bones HOT 3
- Rust port of DirectXTK12, d3dx12 etc.
- Any plan for the C++ 20 modules support? HOT 4
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