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walbourn avatar walbourn commented on June 14, 2024

Right. I should add a inverse gamma/regamma in this case to the sahder...

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StephenMLucas avatar StephenMLucas commented on June 14, 2024

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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walbourn avatar walbourn commented on June 14, 2024

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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