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@ -123,10 +123,10 @@ namespace FidelityFX.FSR2 |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputMotionVectors, motionVectors.RenderTarget, motionVectors.MipLevel, motionVectors.SubElement); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputExposure, exposure.RenderTarget, exposure.MipLevel, exposure.SubElement); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavReconstructedPrevNearestDepth, Resources.ReconstructedPrevNearestDepth); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavReconstructedPrevNearestDepth, Fsr2ShaderIDs.UavReconstructedPrevNearestDepth); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavDilatedDepth, Resources.DilatedDepth); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavLockInputLuma, Resources.LockInputLuma); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavDilatedDepth, Fsr2ShaderIDs.UavDilatedDepth); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavLockInputLuma, Fsr2ShaderIDs.UavLockInputLuma); |
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1); |
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} |
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@ -156,13 +156,13 @@ namespace FidelityFX.FSR2 |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvReactiveMask, reactive.RenderTarget, reactive.MipLevel, reactive.SubElement); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvTransparencyAndCompositionMask, tac.RenderTarget, tac.MipLevel, tac.SubElement); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvReconstructedPrevNearestDepth, Resources.ReconstructedPrevNearestDepth); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvReconstructedPrevNearestDepth, Fsr2ShaderIDs.UavReconstructedPrevNearestDepth); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedDepth, Resources.DilatedDepth); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedDepth, Fsr2ShaderIDs.UavDilatedDepth); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvPrevDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex ^ 1]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavDilatedReactiveMasks, Resources.DilatedReactiveMasks); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavPreparedInputColor, Resources.PreparedInputColor); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavDilatedReactiveMasks, Fsr2ShaderIDs.UavDilatedReactiveMasks); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavPreparedInputColor, Fsr2ShaderIDs.UavPreparedInputColor); |
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1); |
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} |
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@ -178,10 +178,10 @@ namespace FidelityFX.FSR2 |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY) |
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{ |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvLockInputLuma, Resources.LockInputLuma); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvLockInputLuma, Fsr2ShaderIDs.UavLockInputLuma); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavNewLocks, Resources.NewLocks); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavReconstructedPrevNearestDepth, Resources.ReconstructedPrevNearestDepth); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavNewLocks, Fsr2ShaderIDs.UavNewLocks); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavReconstructedPrevNearestDepth, Fsr2ShaderIDs.UavReconstructedPrevNearestDepth); |
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commandBuffer.DispatchCompute(ComputeShader, KernelIndex, dispatchX, dispatchY, 1); |
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} |
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@ -231,10 +231,10 @@ namespace FidelityFX.FSR2 |
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ref var exposure = ref dispatchParams.Exposure; |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputExposure, exposure.RenderTarget, exposure.MipLevel, exposure.SubElement); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedReactiveMasks, Resources.DilatedReactiveMasks); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedReactiveMasks, Fsr2ShaderIDs.UavDilatedReactiveMasks); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInternalUpscaled, Resources.InternalUpscaled[frameIndex ^ 1]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvLockStatus, Resources.LockStatus[frameIndex ^ 1]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvPreparedInputColor, Resources.PreparedInputColor); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvPreparedInputColor, Fsr2ShaderIDs.UavPreparedInputColor); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvLanczosLut, Resources.LanczosLut); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvUpscaleMaximumBiasLut, Resources.MaximumBiasLut); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvSceneLuminanceMips, Resources.SceneLuminance); |
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@ -244,7 +244,7 @@ namespace FidelityFX.FSR2 |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavInternalUpscaled, Resources.InternalUpscaled[frameIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavLockStatus, Resources.LockStatus[frameIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavLumaHistory, Resources.LumaHistory[frameIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavNewLocks, Resources.NewLocks); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavNewLocks, Fsr2ShaderIDs.UavNewLocks); |
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ref var output = ref dispatchParams.Output; |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavUpscaledOutput, output.RenderTarget, output.MipLevel, output.SubElement); |
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