Using an AMD R9-290x and various combinations of older and newer versions of ReShader/SweetFX I'm hunting after issues related to SMAA.
I'm mainly using ReShade 2.0.3 with SweetFX 2.0, only referring to different versions in an attempt to get hints for things to look into
Whichever attempt from the newer or older versions; I can't seem to get a hold of the depth-buffer.
Sometimes it appears succesful; The intro-scene always displays a white border with a black cutout, however It's worth mentioning that these sizes already do not seem to relate to the actual splash-screen's image positions nor sizes (The cutout is way too small to match...)
However, after the splashscreens, all the debugging depth-shader shows is a full-black or full-white image, depending on wether I inverse it or not.
I've already got some sort of a fix for my case for another issue with MSAA; On my card whenever applying MSAA the resulting image seems mapped to linear instead of sRGBA.
My immensely simple (and for assumably many other situations resulting in deminishing returns; haven't checked this as-of yet.) workaround is in the end of the SweetFX/Shaders/SMAAWrap.h file, I've changed it to be so:
#else
float3 color = SMAANeighborhoodBlendingPS(texcoord, offset, colorLinearSampler, blendSampler).rgb;
#ifdef Shared_Piggyback_SMAA
color.rgb = (color.rgb <= 0.0031308) ? saturate(abs(color.rgb) * 12.92) : 1.055 * saturate(pow(abs(color.rgb), 1.0/2.4 )) - 0.055; // Linear to SRGB
color.rgb = SharedPass(texcoord, float4(color.rgbb)).rgb;
#else
color.rgb = (color.rgb <= 0.0031308) ? saturate(abs(color.rgb) * 12.92) : 1.055 * saturate(pow(abs(color.rgb), 1.0/2.4 )) - 0.055; // Linear to SRGB
#endif
return color.OUTPUT_COMPONENT3;
#endif
}
Can anyone perhaps point me in directions to look for other approaches to get a hold of the depth buffer?