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hub / github.com/NVIDIAGameWorks/Falcor / DLSSPass

Method DLSSPass

Source/RenderPasses/DLSSPass/DLSSPass.cpp:58–84  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

56}
57
58DLSSPass::DLSSPass(ref<Device> pDevice, const Properties& props) : RenderPass(pDevice)
59{
60 for (const auto& [key, value] : props)
61 {
62 if (key == kEnabled)
63 mEnabled = value;
64 else if (key == kOutputSize)
65 mOutputSizeSelection = value;
66 else if (key == kProfile)
67 mProfile = value;
68 else if (key == kMotionVectorScale)
69 mMotionVectorScale = value;
70 else if (key == kIsHDR)
71 mIsHDR = value;
72 else if (key == kSharpness)
73 mSharpness = value;
74 else if (key == kExposure)
75 {
76 mExposure = value;
77 mExposureUpdated = true;
78 }
79 else
80 logWarning("Unknown property '{}' in a DLSSPass properties.", key);
81 }
82
83 mpExposure = mpDevice->createTexture2D(1, 1, ResourceFormat::R32Float, 1, 1);
84}
85
86Properties DLSSPass::getProperties() const
87{

Callers

nothing calls this directly

Calls 2

createTexture2DMethod · 0.80
logWarningFunction · 0.50

Tested by

no test coverage detected