diff --git a/Runtime/FrameInterpolation/FrameInterpolationContext.cs b/Runtime/FrameInterpolation/FrameInterpolationContext.cs index 4224910..789b36e 100644 --- a/Runtime/FrameInterpolation/FrameInterpolationContext.cs +++ b/Runtime/FrameInterpolation/FrameInterpolationContext.cs @@ -191,8 +191,6 @@ namespace FidelityFX.FrameGen bool executePreparationPasses = (Constants.reset == 0); - // TODO: do we have to clear some buffers somewhere on reset? Probably uninitialized RTs are kept to NULL in FFX source... we might want to clear them. Specifically the inputs for InterpolationPass. - // Schedule work for the interpolation command list _setupPass.ScheduleDispatch(commandBuffer, dispatchDescription, doubleBufferId, renderDispatchSizeX, renderDispatchSizeY); @@ -275,9 +273,7 @@ namespace FidelityFX.FrameGen private void SetupSpdConstants(Vector2Int resolution, out Vector2Int dispatchThreadGroupCount) { - const int resolutionMultiplier = 1; - - RectInt rectInfo = new RectInt(0, 0, resolution.x * resolutionMultiplier, resolution.y * resolutionMultiplier); + RectInt rectInfo = new RectInt(0, 0, resolution.x, resolution.y); SpdSetup(rectInfo, out dispatchThreadGroupCount, out var workGroupOffset, out var numWorkGroupsAndMips); ref FrameInterpolation.InpaintingPyramidConstants spdConstants = ref SpdConstants;