@ -407,11 +407,13 @@ void ComputeUpsampledColorAndWeight(const AccumulationPassCommonParams params, F
# else
FfxFloat32x3 fSamples [ 9 ] ;
FfxInt32 iSampleIndex = 0 ;
FfxInt32 row , col ;
FFX_UNROLL
for ( FfxInt32 row = 0 ; row < 3 ; row + + ) {
for ( row = 0 ; row < 3 ; row + + ) {
FFX_UNROLL
for ( FfxInt32 col = 0 ; col < 3 ; col + + ) {
for ( col = 0 ; col < 3 ; col + + ) {
const FfxInt32x2 iSampleColRow = FfxInt32x2 ( bFlipCol ? ( 3 - col ) : col , bFlipRow ? ( 3 - row ) : row ) ;
const FfxInt32x2 iSrcSamplePos = FfxInt32x2 ( iSrcInputPos ) + offsetTL + iSampleColRow ;
const FfxInt32x2 iSampleCoord = ClampLoad ( iSrcSamplePos , FfxInt32x2 ( 0 , 0 ) , FfxInt32x2 ( RenderSize ( ) ) ) ;
@ -584,10 +586,10 @@ void ComputeUpsampledColorAndWeight(const AccumulationPassCommonParams params, F
iSampleIndex = 0 ;
FFX_UNROLL
for ( FfxInt32 row = 0 ; row < 3 ; row + + )
for ( row = 0 ; row < 3 ; row + + )
{
FFX_UNROLL
for ( FfxInt32 col = 0 ; col < 3 ; col + + )
for ( col = 0 ; col < 3 ; col + + )
{
const FfxInt32x2 sampleColRow = FfxInt32x2 ( bFlipCol ? ( 3 - col ) : col , bFlipRow ? ( 3 - row ) : row ) ;
const FfxFloat32x2 fOffset = fOffsetTL + FfxFloat32x2 ( sampleColRow ) ;