diff --git a/Runtime/FrameInterpolation/FrameInterpolationPass.cs b/Runtime/FrameInterpolation/FrameInterpolationPass.cs index f9a6a87..bafdf04 100644 --- a/Runtime/FrameInterpolation/FrameInterpolationPass.cs +++ b/Runtime/FrameInterpolation/FrameInterpolationPass.cs @@ -145,7 +145,6 @@ namespace FidelityFX.FrameGen protected override void DoScheduleDispatch(CommandBuffer commandBuffer, FrameInterpolation.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) { - // TODO: verify that we need the buffers from *this* frame (probably yes) commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvDilatedDepth, Resources.DilatedDepth[frameIndex]); BindCurrentInterpolationSource(commandBuffer, dispatchParams); @@ -199,7 +198,6 @@ namespace FidelityFX.FrameGen else commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvOpticalFlowVector, BuiltinRenderTextureType.None); - // TODO this might error... if so, bind an empty placeholder resource commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvOpticalFlowConfidence, BuiltinRenderTextureType.None); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvDilatedDepth, Resources.DilatedDepth[frameIndex]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvPreviousInterpolationSource, Resources.PreviousInterpolationSource);