From c5130f82365155716b60b404b605aba47ac06dc4 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Sat, 3 Aug 2024 17:15:35 +0200 Subject: [PATCH] Renamed frameIndex to bufferIndex --- Runtime/FSR2/Fsr2Context.cs | 22 +++++++++++----------- Runtime/FSR3/Fsr3UpscalerContext.cs | 26 +++++++++++++------------- 2 files changed, 24 insertions(+), 24 deletions(-) diff --git a/Runtime/FSR2/Fsr2Context.cs b/Runtime/FSR2/Fsr2Context.cs index 6020f29..4c68fdd 100644 --- a/Runtime/FSR2/Fsr2Context.cs +++ b/Runtime/FSR2/Fsr2Context.cs @@ -142,7 +142,7 @@ namespace FidelityFX.FSR2 commandBuffer.ClearRenderTarget(false, true, Color.clear); } - int frameIndex = _resourceFrameIndex % 2; + int bufferIndex = _resourceFrameIndex % 2; bool resetAccumulation = dispatchParams.Reset || _firstExecution; _firstExecution = false; @@ -161,7 +161,7 @@ namespace FidelityFX.FSR2 if (resetAccumulation) { RenderTargetIdentifier opaqueOnly = dispatchParams.ColorOpaqueOnly.IsValid ? dispatchParams.ColorOpaqueOnly.RenderTarget : Fsr2ShaderIDs.SrvOpaqueOnly; - commandBuffer.Blit(_resources.PrevPreAlpha[frameIndex ^ 1], opaqueOnly); + commandBuffer.Blit(_resources.PrevPreAlpha[bufferIndex ^ 1], opaqueOnly); } } else if (_resources.AutoReactive != null) @@ -186,10 +186,10 @@ namespace FidelityFX.FSR2 // Clear reconstructed depth for max depth store if (resetAccumulation) { - commandBuffer.SetRenderTarget(_resources.LockStatus[frameIndex ^ 1]); + commandBuffer.SetRenderTarget(_resources.LockStatus[bufferIndex ^ 1]); commandBuffer.ClearRenderTarget(false, true, Color.clear); - commandBuffer.SetRenderTarget(_resources.InternalUpscaled[frameIndex ^ 1]); + commandBuffer.SetRenderTarget(_resources.InternalUpscaled[bufferIndex ^ 1]); commandBuffer.ClearRenderTarget(false, true, Color.clear); commandBuffer.SetRenderTarget(_resources.SceneLuminance); @@ -219,25 +219,25 @@ namespace FidelityFX.FSR2 // Auto reactive if (dispatchParams.EnableAutoReactive) { - GenerateTransparencyCompositionReactive(dispatchParams, commandBuffer, frameIndex); + GenerateTransparencyCompositionReactive(dispatchParams, commandBuffer, bufferIndex); dispatchParams.Reactive = new ResourceView(_resources.AutoReactive); dispatchParams.TransparencyAndComposition = new ResourceView(_resources.AutoComposition); } // Compute luminance pyramid - _computeLuminancePyramidPass.ScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchThreadGroupCount.x, dispatchThreadGroupCount.y); + _computeLuminancePyramidPass.ScheduleDispatch(commandBuffer, dispatchParams, bufferIndex, dispatchThreadGroupCount.x, dispatchThreadGroupCount.y); // Reconstruct previous depth - _reconstructPreviousDepthPass.ScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchSrcX, dispatchSrcY); + _reconstructPreviousDepthPass.ScheduleDispatch(commandBuffer, dispatchParams, bufferIndex, dispatchSrcX, dispatchSrcY); // Depth clip - _depthClipPass.ScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchSrcX, dispatchSrcY); + _depthClipPass.ScheduleDispatch(commandBuffer, dispatchParams, bufferIndex, dispatchSrcX, dispatchSrcY); // Create locks - _lockPass.ScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchSrcX, dispatchSrcY); + _lockPass.ScheduleDispatch(commandBuffer, dispatchParams, bufferIndex, dispatchSrcX, dispatchSrcY); // Accumulate - _accumulatePass.ScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchDstX, dispatchDstY); + _accumulatePass.ScheduleDispatch(commandBuffer, dispatchParams, bufferIndex, dispatchDstX, dispatchDstY); if (dispatchParams.EnableSharpening) { @@ -249,7 +249,7 @@ namespace FidelityFX.FSR2 const int threadGroupWorkRegionDimRcas = 16; int threadGroupsX = (Screen.width + threadGroupWorkRegionDimRcas - 1) / threadGroupWorkRegionDimRcas; int threadGroupsY = (Screen.height + threadGroupWorkRegionDimRcas - 1) / threadGroupWorkRegionDimRcas; - _sharpenPass.ScheduleDispatch(commandBuffer, dispatchParams, frameIndex, threadGroupsX, threadGroupsY); + _sharpenPass.ScheduleDispatch(commandBuffer, dispatchParams, bufferIndex, threadGroupsX, threadGroupsY); } _resourceFrameIndex = (_resourceFrameIndex + 1) % MaxQueuedFrames; diff --git a/Runtime/FSR3/Fsr3UpscalerContext.cs b/Runtime/FSR3/Fsr3UpscalerContext.cs index 3daa249..e79e89d 100644 --- a/Runtime/FSR3/Fsr3UpscalerContext.cs +++ b/Runtime/FSR3/Fsr3UpscalerContext.cs @@ -164,7 +164,7 @@ namespace FidelityFX.FSR3 commandBuffer.ClearRenderTarget(false, true, Color.clear); } - int frameIndex = _resourceFrameIndex % 2; + int bufferIndex = _resourceFrameIndex % 2; bool resetAccumulation = dispatchParams.Reset || _firstExecution; _firstExecution = false; @@ -183,7 +183,7 @@ namespace FidelityFX.FSR3 if (resetAccumulation) { RenderTargetIdentifier opaqueOnly = dispatchParams.ColorOpaqueOnly.IsValid ? dispatchParams.ColorOpaqueOnly.RenderTarget : Fsr3ShaderIDs.SrvOpaqueOnly; - commandBuffer.Blit(_resources.PrevPreAlpha[frameIndex ^ 1], opaqueOnly); + commandBuffer.Blit(_resources.PrevPreAlpha[bufferIndex ^ 1], opaqueOnly); } } else if (_resources.AutoReactive != null) @@ -212,7 +212,7 @@ namespace FidelityFX.FSR3 // Clear reconstructed depth for max depth store if (resetAccumulation) { - commandBuffer.SetRenderTarget(_resources.Accumulation[frameIndex ^ 1]); + commandBuffer.SetRenderTarget(_resources.Accumulation[bufferIndex ^ 1]); commandBuffer.ClearRenderTarget(false, true, Color.clear); commandBuffer.SetRenderTarget(_resources.SpdMips); @@ -242,19 +242,19 @@ namespace FidelityFX.FSR3 // Auto reactive if (dispatchParams.EnableAutoReactive) { - GenerateTransparencyCompositionReactive(dispatchParams, commandBuffer, frameIndex); + GenerateTransparencyCompositionReactive(dispatchParams, commandBuffer, bufferIndex); dispatchParams.Reactive = new ResourceView(_resources.AutoReactive); dispatchParams.TransparencyAndComposition = new ResourceView(_resources.AutoComposition); } - _prepareInputsPass.ScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchSrcX, dispatchSrcY); - _lumaPyramidPass.ScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchThreadGroupCount.x, dispatchThreadGroupCount.y); - _shadingChangePyramidPass.ScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchThreadGroupCount.x, dispatchThreadGroupCount.y); - _shadingChangePass.ScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchShadingChangePassX, dispatchShadingChangePassY); - _prepareReactivityPass.ScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchSrcX, dispatchSrcY); - _lumaInstabilityPass.ScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchSrcX, dispatchSrcY); + _prepareInputsPass.ScheduleDispatch(commandBuffer, dispatchParams, bufferIndex, dispatchSrcX, dispatchSrcY); + _lumaPyramidPass.ScheduleDispatch(commandBuffer, dispatchParams, bufferIndex, dispatchThreadGroupCount.x, dispatchThreadGroupCount.y); + _shadingChangePyramidPass.ScheduleDispatch(commandBuffer, dispatchParams, bufferIndex, dispatchThreadGroupCount.x, dispatchThreadGroupCount.y); + _shadingChangePass.ScheduleDispatch(commandBuffer, dispatchParams, bufferIndex, dispatchShadingChangePassX, dispatchShadingChangePassY); + _prepareReactivityPass.ScheduleDispatch(commandBuffer, dispatchParams, bufferIndex, dispatchSrcX, dispatchSrcY); + _lumaInstabilityPass.ScheduleDispatch(commandBuffer, dispatchParams, bufferIndex, dispatchSrcX, dispatchSrcY); - _accumulatePass.ScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchDstX, dispatchDstY); + _accumulatePass.ScheduleDispatch(commandBuffer, dispatchParams, bufferIndex, dispatchDstX, dispatchDstY); if (dispatchParams.EnableSharpening) { @@ -266,13 +266,13 @@ namespace FidelityFX.FSR3 const int threadGroupWorkRegionDimRcas = 16; int threadGroupsX = (upscaleSize.x + threadGroupWorkRegionDimRcas - 1) / threadGroupWorkRegionDimRcas; int threadGroupsY = (upscaleSize.y + threadGroupWorkRegionDimRcas - 1) / threadGroupWorkRegionDimRcas; - _sharpenPass.ScheduleDispatch(commandBuffer, dispatchParams, frameIndex, threadGroupsX, threadGroupsY); + _sharpenPass.ScheduleDispatch(commandBuffer, dispatchParams, bufferIndex, threadGroupsX, threadGroupsY); } #if UNITY_EDITOR || DEVELOPMENT_BUILD if ((dispatchParams.Flags & Fsr3Upscaler.DispatchFlags.DrawDebugView) != 0) { - _debugViewPass.ScheduleDispatch(commandBuffer, dispatchParams, frameIndex, dispatchDstX, dispatchDstY); + _debugViewPass.ScheduleDispatch(commandBuffer, dispatchParams, bufferIndex, dispatchDstX, dispatchDstY); } #endif