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Removed a few TODOs for things that have been checked and seem fine

fsr3framegen
Nico de Poel 2 years ago
parent
commit
c215db4017
  1. 2
      Runtime/FrameInterpolation/FrameInterpolationPass.cs

2
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) 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.SrvDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex]);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvDilatedDepth, Resources.DilatedDepth[frameIndex]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvDilatedDepth, Resources.DilatedDepth[frameIndex]);
BindCurrentInterpolationSource(commandBuffer, dispatchParams); BindCurrentInterpolationSource(commandBuffer, dispatchParams);
@ -199,7 +198,6 @@ namespace FidelityFX.FrameGen
else else
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvOpticalFlowVector, BuiltinRenderTextureType.None); 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.SrvOpticalFlowConfidence, BuiltinRenderTextureType.None);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvDilatedDepth, Resources.DilatedDepth[frameIndex]); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvDilatedDepth, Resources.DilatedDepth[frameIndex]);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvPreviousInterpolationSource, Resources.PreviousInterpolationSource); commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, FrameInterpolationShaderIDs.SrvPreviousInterpolationSource, Resources.PreviousInterpolationSource);

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