// Despite what the original FSR2 codebase says, this resource really isn't aliasable. Resetting this counter to 0 every frame breaks auto-exposure on MacOS Metal.
// This is a rather special case: it's an aliasable resource, but because we require a mipmap chain and bind specific mip levels per shader, we can't easily use temporary RTs for this.
// This is a rather special case: it's an aliasable resource, but because we require a mipmap chain and bind specific mip levels per shader, we can't easily use temporary RTs for this.
// Despite what the original FSR3 codebase says, this resource really isn't aliasable. Resetting this counter to 0 every frame breaks auto-exposure on MacOS Metal.
// This is a rather special case: it's an aliasable resource, but because we require a mipmap chain and bind specific mip levels per shader, we can't easily use temporary RTs for this.
// This is a rather special case: it's an aliasable resource, but because we require a mipmap chain and bind specific mip levels per shader, we can't easily use temporary RTs for this.