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Small cleanup

fsr3framegen
Nico de Poel 2 years ago
parent
commit
32692053a4
  1. 6
      Runtime/FrameInterpolation/FrameInterpolationContext.cs

6
Runtime/FrameInterpolation/FrameInterpolationContext.cs

@ -191,8 +191,6 @@ namespace FidelityFX.FrameGen
bool executePreparationPasses = (Constants.reset == 0); 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 // Schedule work for the interpolation command list
_setupPass.ScheduleDispatch(commandBuffer, dispatchDescription, doubleBufferId, renderDispatchSizeX, renderDispatchSizeY); _setupPass.ScheduleDispatch(commandBuffer, dispatchDescription, doubleBufferId, renderDispatchSizeX, renderDispatchSizeY);
@ -275,9 +273,7 @@ namespace FidelityFX.FrameGen
private void SetupSpdConstants(Vector2Int resolution, out Vector2Int dispatchThreadGroupCount) 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); SpdSetup(rectInfo, out dispatchThreadGroupCount, out var workGroupOffset, out var numWorkGroupsAndMips);
ref FrameInterpolation.InpaintingPyramidConstants spdConstants = ref SpdConstants; ref FrameInterpolation.InpaintingPyramidConstants spdConstants = ref SpdConstants;

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