Give access to previous and next frames in shaders
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- Dominant language
- C
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Description
With upcoming FSR 2.0, it would be a good idea to have access to previous and next frames for creating motion vectors. Besides FSR 2.0, they could also be used for creation of other temporal solutions.
I know that it looks like FSR 2.0 also requires access to a depth buffer, but I guess we can just skip that step or feed it a fake depth map to make it work.
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Review the linked FSR 2.0 requirements and mpv's existing shader and frame-handling entry points. Determine how previous and next frames should be exposed, how motion-vector generation would use them, and whether depth handling is in scope; no files or tests are named in the issue.
Written by the indexing model from the issue text.
Assessment
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100