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Renamed namespaces for OF and FI to FrameGen. Logically groups the two together, and it avoids the need for awkward OpticalFlow.OpticalFlow.something references.

fsr3framegen
Nico de Poel 2 years ago
parent
commit
198f2725af
  1. 2
      Runtime/FrameInterpolation/FrameInterpolationAssets.cs
  2. 2
      Runtime/OpticalFlow/OpticalFlow.cs
  3. 2
      Runtime/OpticalFlow/OpticalFlowAssets.cs
  4. 2
      Runtime/OpticalFlow/OpticalFlowContext.cs
  5. 2
      Runtime/OpticalFlow/OpticalFlowPass.cs
  6. 2
      Runtime/OpticalFlow/OpticalFlowResources.cs
  7. 2
      Runtime/OpticalFlow/OpticalFlowShaderIDs.cs

2
Runtime/FrameInterpolation/FrameInterpolationAssets.cs

@ -20,7 +20,7 @@
using UnityEngine; using UnityEngine;
namespace FidelityFX.FrameInterpolation
namespace FidelityFX.FrameGen
{ {
/// <summary> /// <summary>
/// Scriptable object containing all shader resources required by FidelityFX Frame Interpolation. /// Scriptable object containing all shader resources required by FidelityFX Frame Interpolation.

2
Runtime/OpticalFlow/OpticalFlow.cs

@ -2,7 +2,7 @@ using System;
using System.Runtime.InteropServices; using System.Runtime.InteropServices;
using UnityEngine; using UnityEngine;
namespace FidelityFX.OpticalFlow
namespace FidelityFX.FrameGen
{ {
public static class OpticalFlow public static class OpticalFlow
{ {

2
Runtime/OpticalFlow/OpticalFlowAssets.cs

@ -20,7 +20,7 @@
using UnityEngine; using UnityEngine;
namespace FidelityFX.OpticalFlow
namespace FidelityFX.FrameGen
{ {
/// <summary> /// <summary>
/// Scriptable object containing all shader resources required by FidelityFX Optical Flow. /// Scriptable object containing all shader resources required by FidelityFX Optical Flow.

2
Runtime/OpticalFlow/OpticalFlowContext.cs

@ -5,7 +5,7 @@ using UnityEngine.Assertions;
using UnityEngine.Profiling; using UnityEngine.Profiling;
using UnityEngine.Rendering; using UnityEngine.Rendering;
namespace FidelityFX.OpticalFlow
namespace FidelityFX.FrameGen
{ {
public class OpticalFlowContext public class OpticalFlowContext
{ {

2
Runtime/OpticalFlow/OpticalFlowPass.cs

@ -4,7 +4,7 @@ using UnityEngine;
using UnityEngine.Profiling; using UnityEngine.Profiling;
using UnityEngine.Rendering; using UnityEngine.Rendering;
namespace FidelityFX.OpticalFlow
namespace FidelityFX.FrameGen
{ {
internal abstract class OpticalFlowPass: IDisposable internal abstract class OpticalFlowPass: IDisposable
{ {

2
Runtime/OpticalFlow/OpticalFlowResources.cs

@ -1,7 +1,7 @@
using UnityEngine; using UnityEngine;
using UnityEngine.Experimental.Rendering; using UnityEngine.Experimental.Rendering;
namespace FidelityFX.OpticalFlow
namespace FidelityFX.FrameGen
{ {
internal class OpticalFlowResources internal class OpticalFlowResources
{ {

2
Runtime/OpticalFlow/OpticalFlowShaderIDs.cs

@ -1,6 +1,6 @@
using UnityEngine; using UnityEngine;
namespace FidelityFX.OpticalFlow
namespace FidelityFX.FrameGen
{ {
public static class OpticalFlowShaderIDs public static class OpticalFlowShaderIDs
{ {

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