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Removed pointless dispatch count, when it's only used to check for first execution

fsr3framegen
Nico de Poel 2 years ago
parent
commit
01eb878a3e
  1. 6
      Runtime/FrameInterpolation/FrameInterpolationContext.cs

6
Runtime/FrameInterpolation/FrameInterpolationContext.cs

@ -39,7 +39,6 @@ namespace FidelityFX.FrameGen
private bool _firstExecution;
private bool _asyncSupported;
private ulong _previousFrameID;
private ulong _dispatchCount;
public void Create(in FrameInterpolation.ContextDescription contextDescription)
{
@ -49,7 +48,6 @@ namespace FidelityFX.FrameGen
_spdConstantsBuffer = CreateConstantBuffer<FrameInterpolation.InpaintingPyramidConstants>();
_firstExecution = true;
_dispatchCount = 0;
_previousFrameID = 0;
_asyncSupported = (_contextDescription.flags & FrameInterpolation.InitializationFlags.EnableAsyncSupport) == FrameInterpolation.InitializationFlags.EnableAsyncSupport;
@ -134,7 +132,8 @@ namespace FidelityFX.FrameGen
{
commandBuffer.BeginSample(_sampler);
bool reset = _dispatchCount == 0 || dispatchDescription.reset;
bool reset = _firstExecution || dispatchDescription.reset;
_firstExecution = false;
Assert.IsTrue(!_asyncSupported || reset || dispatchDescription.frameID > _previousFrameID,
"When async support is enabled, and the reset flag is not set, frame ID must increment in each dispatch.");
@ -142,7 +141,6 @@ namespace FidelityFX.FrameGen
bool frameIdSkipped = (dispatchDescription.frameID - _previousFrameID) > 1;
bool disjointFrameId = frameIdDecreased || frameIdSkipped;
_previousFrameID = dispatchDescription.frameID;
_dispatchCount++; // TODO: this is pointless, it does the same as _firstExecution, no need to do any counting
Constants.renderSize = dispatchDescription.renderSize;
Constants.displaySize = dispatchDescription.displaySize;

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