@ -236,15 +236,15 @@ static void UNITY_INTERFACE_API OnRenderEventAndData(int eventID, void* data)
ffx : : DispatchDescUpscale dispatchUpscale { } ;
ffx : : DispatchDescUpscale dispatchUpscale { } ;
dispatchUpscale . commandList = state . commandList ;
dispatchUpscale . commandList = state . commandList ;
dispatchUpscale . color = ffxApiGetResourceDX12 ( ( ID3D12Resource * ) feature . textureTable . colorInput , FFX_API_RESOURCE_STATE_PIXEL_COMPUTE_READ ) ;
dispatchUpscale . depth = ffxApiGetResourceDX12 ( ( ID3D12Resource * ) feature . textureTable . depth , FFX_API_RESOURCE_STATE_PIXEL_COMPUTE_READ ) ;
dispatchUpscale . motionVectors = ffxApiGetResourceDX12 ( ( ID3D12Resource * ) feature . textureTable . motionVectors , FFX_API_RESOURCE_STATE_PIXEL_COMPUTE_READ ) ;
dispatchUpscale . exposure = ffxApiGetResourceDX12 ( ( ID3D12Resource * ) feature . textureTable . exposureTexture , FFX_API_RESOURCE_STATE_PIXEL_COMPUTE_READ ) ;
dispatchUpscale . reactive = ffxApiGetResourceDX12 ( ( ID3D12Resource * ) feature . textureTable . reactiveMask , FFX_API_RESOURCE_STATE_PIXEL_COMPUTE_READ ) ;
dispatchUpscale . transparencyAndComposition = ffxApiGetResourceDX12 ( ( ID3D12Resource * ) feature . textureTable . transparencyMask , FFX_API_RESOURCE_STATE_PIXEL_COMPUTE_READ ) ;
dispatchUpscale . output = ffxApiGetResourceDX12 ( ( ID3D12Resource * ) feature . textureTable . colorOutput , FFX_API_RESOURCE_STATE_PIXEL_COMPUTE_READ ) ; // TODO: shouldn't this be FFX_API_RESOURCE_STATE_UNORDERED_ACCESS?
dispatchUpscale . jitterOffset . x = params - > jitterOffsetX ; // TODO: might need to negate these
dispatchUpscale . color = ffxApiGetResourceDX12 ( feature . textureTable . colorInput , FFX_API_RESOURCE_STATE_PIXEL_COMPUTE_READ ) ;
dispatchUpscale . depth = ffxApiGetResourceDX12 ( feature . textureTable . depth , FFX_API_RESOURCE_STATE_PIXEL_COMPUTE_READ ) ;
dispatchUpscale . motionVectors = ffxApiGetResourceDX12 ( feature . textureTable . motionVectors , FFX_API_RESOURCE_STATE_PIXEL_COMPUTE_READ ) ;
dispatchUpscale . exposure = ffxApiGetResourceDX12 ( feature . textureTable . exposureTexture , FFX_API_RESOURCE_STATE_PIXEL_COMPUTE_READ ) ;
dispatchUpscale . reactive = ffxApiGetResourceDX12 ( feature . textureTable . reactiveMask , FFX_API_RESOURCE_STATE_PIXEL_COMPUTE_READ ) ;
dispatchUpscale . transparencyAndComposition = ffxApiGetResourceDX12 ( feature . textureTable . transparencyMask , FFX_API_RESOURCE_STATE_PIXEL_COMPUTE_READ ) ;
dispatchUpscale . output = ffxApiGetResourceDX12 ( feature . textureTable . colorOutput , FFX_API_RESOURCE_STATE_PIXEL_COMPUTE_READ ) ; // TODO: shouldn't this be FFX_API_RESOURCE_STATE_UNORDERED_ACCESS?
dispatchUpscale . jitterOffset . x = params - > jitterOffsetX ;
dispatchUpscale . jitterOffset . y = params - > jitterOffsetY ;
dispatchUpscale . jitterOffset . y = params - > jitterOffsetY ;
dispatchUpscale . motionVectorScale . x = params - > MVScaleX ;
dispatchUpscale . motionVectorScale . x = params - > MVScaleX ;
dispatchUpscale . motionVectorScale . y = params - > MVScaleY ;
dispatchUpscale . motionVectorScale . y = params - > MVScaleY ;
@ -332,7 +332,7 @@ static void UNITY_INTERFACE_API OnSetTextureEvent(int eventID, void* data)
{
{
// We organized the texture table struct to be ordered the same as the texture slot enum
// We organized the texture table struct to be ordered the same as the texture slot enum
// This way we can use the texture slot value simply as a pointer offset into the texture table
// This way we can use the texture slot value simply as a pointer offset into the texture table
* ( ( ( intptr_t * ) & feature . textureTable ) + textureSlot ) = ( intptr_t ) s_GraphicsD3D12 - > TextureFromNativeTexture ( ( UnityTextureID ) params - > textureID ) ;
* ( ( ( ID3D12Resource * * ) & feature . textureTable ) + textureSlot ) = s_GraphicsD3D12 - > TextureFromNativeTexture ( ( UnityTextureID ) params - > textureID ) ;
break ;
break ;
}
}
}
}