From 4282b10eb44de4cc5e0eb7edbd3e7c9e37c9e461 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Mon, 29 Jul 2024 12:35:03 +0200 Subject: [PATCH] Revert "Disabling inverted depth flag while I try to figure out what the correct way to deal with this is. For now, this fixes the broken disocclusion mask causing holes in the interpolated frame, which then get filled in with junk by the inpainting pass." This reverts commit 49d197e60f895d73474c15cca88dda05e712f5b4. --- Runtime/FrameInterpolation/FrameInterpolation.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Runtime/FrameInterpolation/FrameInterpolation.cs b/Runtime/FrameInterpolation/FrameInterpolation.cs index 0c42435..900d336 100644 --- a/Runtime/FrameInterpolation/FrameInterpolation.cs +++ b/Runtime/FrameInterpolation/FrameInterpolation.cs @@ -9,10 +9,10 @@ namespace FidelityFX.FrameGen { public static FrameInterpolationContext CreateContext(Vector2Int displaySize, Vector2Int maxRenderSize, FrameInterpolationShaders shaders, GraphicsFormat backBufferFormat, InitializationFlags flags = 0) { - // if (SystemInfo.usesReversedZBuffer) - // flags |= InitializationFlags.EnableDepthInverted; - // else - // flags &= ~InitializationFlags.EnableDepthInverted; + if (SystemInfo.usesReversedZBuffer) + flags |= InitializationFlags.EnableDepthInverted; + else + flags &= ~InitializationFlags.EnableDepthInverted; var contextDescription = new ContextDescription {