From 7c923f8ce851f57857db6d510e085320940d8dba Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Sat, 3 Aug 2024 16:22:23 +0200 Subject: [PATCH] Renamed frameIndex to bufferIndex, which works in all contexts and makes it more clear that it'll be used as an array index --- Runtime/Common/FfxPassBase.cs | 6 ++-- Runtime/FSR2/Fsr2Pass.cs | 46 ++++++++++++------------ Runtime/FSR3/Fsr3UpscalerPass.cs | 60 ++++++++++++++++---------------- 3 files changed, 56 insertions(+), 56 deletions(-) diff --git a/Runtime/Common/FfxPassBase.cs b/Runtime/Common/FfxPassBase.cs index 9a0aec2..a6c5380 100644 --- a/Runtime/Common/FfxPassBase.cs +++ b/Runtime/Common/FfxPassBase.cs @@ -21,14 +21,14 @@ namespace FidelityFX _techName = techName; } - public void ScheduleDispatch(CommandBuffer commandBuffer, in TDispatch dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ = 1) + public void ScheduleDispatch(CommandBuffer commandBuffer, in TDispatch dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ = 1) { commandBuffer.BeginSample(Sampler); - DoScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchX, dispatchY, dispatchZ); + DoScheduleDispatch(commandBuffer, dispatchParams, bufferIndex, dispatchX, dispatchY, dispatchZ); commandBuffer.EndSample(Sampler); } - protected abstract void DoScheduleDispatch(CommandBuffer commandBuffer, in TDispatch dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ); + protected abstract void DoScheduleDispatch(CommandBuffer commandBuffer, in TDispatch dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ); protected void InitComputeShader(string passName, ComputeShader shader, TFlags flags) { diff --git a/Runtime/FSR2/Fsr2Pass.cs b/Runtime/FSR2/Fsr2Pass.cs index a390b34..0132fc3 100644 --- a/Runtime/FSR2/Fsr2Pass.cs +++ b/Runtime/FSR2/Fsr2Pass.cs @@ -81,7 +81,7 @@ namespace FidelityFX.FSR2 InitComputeShader("Compute Luminance Pyramid", contextDescription.Shaders.computeLuminancePyramidPass); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputColor, dispatchParams.Color); @@ -105,14 +105,14 @@ namespace FidelityFX.FSR2 InitComputeShader("Reconstruct & Dilate", contextDescription.Shaders.reconstructPreviousDepthPass); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputColor, dispatchParams.Color); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputDepth, dispatchParams.Depth); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputMotionVectors, dispatchParams.MotionVectors); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputExposure, dispatchParams.Exposure); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavDilatedMotionVectors, Resources.DilatedMotionVectors[bufferIndex]); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants); @@ -128,7 +128,7 @@ namespace FidelityFX.FSR2 InitComputeShader("Depth Clip", contextDescription.Shaders.depthClipPass); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputColor, dispatchParams.Color); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputDepth, dispatchParams.Depth); @@ -138,9 +138,9 @@ namespace FidelityFX.FSR2 commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvTransparencyAndCompositionMask, dispatchParams.TransparencyAndComposition); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvReconstructedPrevNearestDepth, Fsr2ShaderIDs.UavReconstructedPrevNearestDepth); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedMotionVectors[bufferIndex]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedDepth, Fsr2ShaderIDs.UavDilatedDepth); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvPrevDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex ^ 1]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvPrevDilatedMotionVectors, Resources.DilatedMotionVectors[bufferIndex ^ 1]); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants); @@ -156,7 +156,7 @@ namespace FidelityFX.FSR2 InitComputeShader("Create Locks", contextDescription.Shaders.lockPass); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvLockInputLuma, Fsr2ShaderIDs.UavLockInputLuma); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants); @@ -182,7 +182,7 @@ namespace FidelityFX.FSR2 #endif } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) { #if UNITY_2021_2_OR_NEWER if (dispatchParams.EnableSharpening) @@ -198,7 +198,7 @@ namespace FidelityFX.FSR2 if ((ContextDescription.Flags & Fsr2.InitializationFlags.EnableDisplayResolutionMotionVectors) == 0) { - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedMotionVectors[bufferIndex]); } else { @@ -208,18 +208,18 @@ namespace FidelityFX.FSR2 commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputExposure, dispatchParams.Exposure); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvDilatedReactiveMasks, Fsr2ShaderIDs.UavDilatedReactiveMasks); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInternalUpscaled, Resources.InternalUpscaled[frameIndex ^ 1]); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvLockStatus, Resources.LockStatus[frameIndex ^ 1]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInternalUpscaled, Resources.InternalUpscaled[bufferIndex ^ 1]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvLockStatus, Resources.LockStatus[bufferIndex ^ 1]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvPreparedInputColor, Fsr2ShaderIDs.UavPreparedInputColor); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvLanczosLut, Resources.LanczosLut); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvUpscaleMaximumBiasLut, Resources.MaximumBiasLut); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvSceneLuminanceMips, Resources.SceneLuminance); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvAutoExposure, Resources.AutoExposure); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvLumaHistory, Resources.LumaHistory[frameIndex ^ 1]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvLumaHistory, Resources.LumaHistory[bufferIndex ^ 1]); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavInternalUpscaled, Resources.InternalUpscaled[frameIndex]); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavLockStatus, Resources.LockStatus[frameIndex]); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavLumaHistory, Resources.LumaHistory[frameIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavInternalUpscaled, Resources.InternalUpscaled[bufferIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavLockStatus, Resources.LockStatus[bufferIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavLumaHistory, Resources.LumaHistory[bufferIndex]); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavUpscaledOutput, dispatchParams.Output); @@ -241,10 +241,10 @@ namespace FidelityFX.FSR2 InitComputeShader("RCAS Sharpening", contextDescription.Shaders.sharpenPass); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputExposure, dispatchParams.Exposure); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvRcasInput, Resources.InternalUpscaled[frameIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvRcasInput, Resources.InternalUpscaled[bufferIndex]); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavUpscaledOutput, dispatchParams.Output); @@ -267,7 +267,7 @@ namespace FidelityFX.FSR2 InitComputeShader("Auto-Generate Reactive Mask", contextDescription.Shaders.autoGenReactivePass); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) { } @@ -299,20 +299,20 @@ namespace FidelityFX.FSR2 InitComputeShader("Auto-Generate Transparency & Composition Mask", contextDescription.Shaders.tcrAutoGenPass); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr2.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvOpaqueOnly, dispatchParams.ColorOpaqueOnly); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputColor, dispatchParams.Color); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvInputMotionVectors, dispatchParams.MotionVectors); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvPrevColorPreAlpha, Resources.PrevPreAlpha[frameIndex ^ 1]); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvPrevColorPostAlpha, Resources.PrevPostAlpha[frameIndex ^ 1]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvPrevColorPreAlpha, Resources.PrevPreAlpha[bufferIndex ^ 1]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvPrevColorPostAlpha, Resources.PrevPostAlpha[bufferIndex ^ 1]); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvReactiveMask, dispatchParams.Reactive); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.SrvTransparencyAndCompositionMask, dispatchParams.TransparencyAndComposition); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavAutoReactive, Resources.AutoReactive); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavAutoComposition, Resources.AutoComposition); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavPrevColorPreAlpha, Resources.PrevPreAlpha[frameIndex]); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavPrevColorPostAlpha, Resources.PrevPostAlpha[frameIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavPrevColorPreAlpha, Resources.PrevPreAlpha[bufferIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr2ShaderIDs.UavPrevColorPostAlpha, Resources.PrevPostAlpha[bufferIndex]); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbFsr2, Constants); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr2ShaderIDs.CbGenReactive, _tcrAutogenerateConstants); diff --git a/Runtime/FSR3/Fsr3UpscalerPass.cs b/Runtime/FSR3/Fsr3UpscalerPass.cs index 6fcdea9..9787ca6 100644 --- a/Runtime/FSR3/Fsr3UpscalerPass.cs +++ b/Runtime/FSR3/Fsr3UpscalerPass.cs @@ -75,7 +75,7 @@ namespace FidelityFX.FSR3 InitComputeShader("Prepare Inputs", contextDescription.Shaders.prepareInputsPass); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputColor, dispatchParams.Color); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputDepth, dispatchParams.Depth); @@ -85,7 +85,7 @@ namespace FidelityFX.FSR3 commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavDilatedDepth, Resources.DilatedDepth); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavReconstructedPrevNearestDepth, Resources.ReconstructedPrevNearestDepth); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavFarthestDepth, Fsr3ShaderIDs.UavIntermediate); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavCurrentLuma, Resources.Luma[frameIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavCurrentLuma, Resources.Luma[bufferIndex]); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants); @@ -105,9 +105,9 @@ namespace FidelityFX.FSR3 InitComputeShader("Compute Luminance Pyramid", contextDescription.Shaders.lumaPyramidPass); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) { - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[frameIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[bufferIndex]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvFarthestDepth, Fsr3ShaderIDs.UavIntermediate); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdAtomicCount, Resources.SpdAtomicCounter); @@ -138,10 +138,10 @@ namespace FidelityFX.FSR3 InitComputeShader("Compute Shading Change Pyramid", contextDescription.Shaders.shadingChangePyramidPass); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) { - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[frameIndex]); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvPreviousLuma, Resources.Luma[frameIndex ^ 1]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[bufferIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvPreviousLuma, Resources.Luma[bufferIndex ^ 1]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedVelocity); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, dispatchParams.Exposure); @@ -168,7 +168,7 @@ namespace FidelityFX.FSR3 InitComputeShader("Compute Shading Change", contextDescription.Shaders.shadingChangePass); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvSpdMips, Resources.SpdMips); @@ -186,19 +186,19 @@ namespace FidelityFX.FSR3 InitComputeShader("Prepare Reactivity", contextDescription.Shaders.prepareReactivityPass); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvReconstructedPrevNearestDepth, Resources.ReconstructedPrevNearestDepth); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedVelocity); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedDepth, Resources.DilatedDepth); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvReactiveMask, dispatchParams.Reactive); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvTransparencyAndCompositionMask, dispatchParams.TransparencyAndComposition); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvAccumulation, Resources.Accumulation[frameIndex ^ 1]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvAccumulation, Resources.Accumulation[bufferIndex ^ 1]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvShadingChange, Fsr3ShaderIDs.UavShadingChange); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[frameIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[bufferIndex]); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, dispatchParams.Exposure); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavAccumulation, Resources.Accumulation[frameIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavAccumulation, Resources.Accumulation[bufferIndex]); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants); @@ -214,17 +214,17 @@ namespace FidelityFX.FSR3 InitComputeShader("Compute Luminance Instability", contextDescription.Shaders.lumaInstabilityPass); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, dispatchParams.Exposure); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedReactiveMasks, Fsr3ShaderIDs.UavDilatedReactiveMasks); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedVelocity); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvFrameInfo, Resources.FrameInfo); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvLumaHistory, Resources.LumaHistory[frameIndex ^ 1]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvLumaHistory, Resources.LumaHistory[bufferIndex ^ 1]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvFarthestDepthMip1, Fsr3ShaderIDs.UavFarthestDepthMip1); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[frameIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[bufferIndex]); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavLumaHistory, Resources.LumaHistory[frameIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavLumaHistory, Resources.LumaHistory[bufferIndex]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavLumaInstability, Fsr3ShaderIDs.UavIntermediate); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants); @@ -250,7 +250,7 @@ namespace FidelityFX.FSR3 #endif } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) { #if UNITY_2021_2_OR_NEWER if (dispatchParams.EnableSharpening) @@ -276,14 +276,14 @@ namespace FidelityFX.FSR3 commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputMotionVectors, dispatchParams.MotionVectors); } - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInternalUpscaled, Resources.InternalUpscaled[frameIndex ^ 1]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInternalUpscaled, Resources.InternalUpscaled[bufferIndex ^ 1]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvLanczosLut, Resources.LanczosLut); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvFarthestDepthMip1, Fsr3ShaderIDs.UavFarthestDepthMip1); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[frameIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[bufferIndex]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvLumaInstability, Fsr3ShaderIDs.UavIntermediate); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputColor, dispatchParams.Color); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavInternalUpscaled, Resources.InternalUpscaled[frameIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavInternalUpscaled, Resources.InternalUpscaled[bufferIndex]); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavUpscaledOutput, dispatchParams.Output); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants); @@ -304,10 +304,10 @@ namespace FidelityFX.FSR3 InitComputeShader("RCAS Sharpening", contextDescription.Shaders.sharpenPass); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, dispatchParams.Exposure); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvRcasInput, Resources.InternalUpscaled[frameIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvRcasInput, Resources.InternalUpscaled[bufferIndex]); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavUpscaledOutput, dispatchParams.Output); @@ -330,7 +330,7 @@ namespace FidelityFX.FSR3 InitComputeShader("Auto-Generate Reactive Mask", contextDescription.Shaders.autoGenReactivePass); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) { } @@ -362,20 +362,20 @@ namespace FidelityFX.FSR3 InitComputeShader("Auto-Generate Transparency & Composition Mask", contextDescription.Shaders.tcrAutoGenPass); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvOpaqueOnly, dispatchParams.ColorOpaqueOnly); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputColor, dispatchParams.Color); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputMotionVectors, dispatchParams.MotionVectors); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvPrevColorPreAlpha, Resources.PrevPreAlpha[frameIndex ^ 1]); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvPrevColorPostAlpha, Resources.PrevPostAlpha[frameIndex ^ 1]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvPrevColorPreAlpha, Resources.PrevPreAlpha[bufferIndex ^ 1]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvPrevColorPostAlpha, Resources.PrevPostAlpha[bufferIndex ^ 1]); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvReactiveMask, dispatchParams.Reactive); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvTransparencyAndCompositionMask, dispatchParams.TransparencyAndComposition); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavAutoReactive, Resources.AutoReactive); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavAutoComposition, Resources.AutoComposition); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavPrevColorPreAlpha, Resources.PrevPreAlpha[frameIndex]); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavPrevColorPostAlpha, Resources.PrevPostAlpha[frameIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavPrevColorPreAlpha, Resources.PrevPreAlpha[bufferIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavPrevColorPostAlpha, Resources.PrevPostAlpha[bufferIndex]); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants); commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbGenReactive, _tcrAutogenerateConstants); @@ -393,12 +393,12 @@ namespace FidelityFX.FSR3 InitComputeShader("Debug View", contextDescription.Shaders.debugViewPass); } - protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) + protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) { commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedReactiveMasks, Fsr3ShaderIDs.UavDilatedReactiveMasks); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedVelocity); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedDepth, Resources.DilatedDepth); - commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInternalUpscaled, Resources.InternalUpscaled[frameIndex]); + commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInternalUpscaled, Resources.InternalUpscaled[bufferIndex]); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, dispatchParams.Exposure); commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavUpscaledOutput, dispatchParams.Output);