From 49d197e60f895d73474c15cca88dda05e712f5b4 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Sun, 28 Jul 2024 17:31:34 +0200 Subject: [PATCH] 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. --- 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 900d336..0c42435 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 {