@ -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 ;