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