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@ -4,7 +4,54 @@ namespace FidelityFX.FrameGen |
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{ |
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public static class FrameInterpolationShaderIDs |
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{ |
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// Shader resource views, i.e. read-only bindings
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public static readonly int SrvInputDepth = Shader.PropertyToID("r_input_depth"); |
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public static readonly int SrvInputMotionVectors = Shader.PropertyToID("r_input_motion_vectors"); |
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public static readonly int SrvDilatedDepth = Shader.PropertyToID("r_dilated_depth"); |
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public static readonly int SrvDilatedMotionVectors = Shader.PropertyToID("r_dilated_motion_vectors"); |
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public static readonly int SrvReconstructedDepthPreviousFrame = Shader.PropertyToID("r_reconstructed_depth_previous_frame"); |
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public static readonly int SrvReconstructedDepthInterpolatedFrame = Shader.PropertyToID("r_reconstructed_depth_interpolated_frame"); |
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public static readonly int SrvPreviousInterpolationSource = Shader.PropertyToID("r_previous_interpolation_source"); |
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public static readonly int SrvDisocclusionMask = Shader.PropertyToID("r_disocclusion_mask"); |
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public static readonly int SrvGameMotionVectorFieldX = Shader.PropertyToID("r_game_motion_vector_field_x"); |
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public static readonly int SrvGameMotionVectorFieldY = Shader.PropertyToID("r_game_motion_vector_field_y"); |
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public static readonly int SrvOpticalFlowVector = Shader.PropertyToID("r_optical_flow"); |
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public static readonly int SrvOpticalFlowConfidence = Shader.PropertyToID("r_optical_flow_confidence"); |
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public static readonly int SrvOpticalFlowGlobalMotion = Shader.PropertyToID("r_optical_flow_global_motion"); |
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public static readonly int SrvOpticalFlowSceneChangeDetection = Shader.PropertyToID("r_optical_flow_scd"); |
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public static readonly int SrvOutput = Shader.PropertyToID("r_output"); |
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public static readonly int SrvInpaintingPyramid = Shader.PropertyToID("r_inpainting_pyramid"); |
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public static readonly int SrvPresentBackbuffer = Shader.PropertyToID("r_present_backbuffer"); |
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public static readonly int SrvCounters = Shader.PropertyToID("r_counters"); |
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// Unordered access views, i.e. random read/write bindings
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public static readonly int UavDilatedDepth = Shader.PropertyToID("rw_dilated_depth"); |
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public static readonly int UavDilatedMotionVectors = Shader.PropertyToID("rw_dilated_motion_vectors"); |
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public static readonly int UavReconstructedDepthPreviousFrame = Shader.PropertyToID("rw_reconstructed_depth_previous_frame"); |
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public static readonly int UavReconstructedDepthInterpolatedFrame = Shader.PropertyToID("rw_reconstructed_depth_interpolated_frame"); |
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public static readonly int UavOutput = Shader.PropertyToID("rw_output"); |
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public static readonly int UavDisocclusionMask = Shader.PropertyToID("rw_disocclusion_mask"); |
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public static readonly int UavGameMotionVectorFieldX = Shader.PropertyToID("rw_game_motion_vector_field_x"); |
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public static readonly int UavGameMotionVectorFieldY = Shader.PropertyToID("rw_game_motion_vector_field_y"); |
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public static readonly int UavOpticalFlowMotionVectorFieldX = Shader.PropertyToID("rw_optical_flow_motion_vector_field_x"); |
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public static readonly int UavOpticalFlowMotionVectorFieldY = Shader.PropertyToID("rw_optical_flow_motion_vector_field_y"); |
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public static readonly int UavCounter = Shader.PropertyToID("rw_counters"); |
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public static readonly int UavInpaintingPyramidMipmap0 = Shader.PropertyToID("rw_inpainting_pyramid0"); |
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public static readonly int UavInpaintingPyramidMipmap1 = Shader.PropertyToID("rw_inpainting_pyramid1"); |
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public static readonly int UavInpaintingPyramidMipmap2 = Shader.PropertyToID("rw_inpainting_pyramid2"); |
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public static readonly int UavInpaintingPyramidMipmap3 = Shader.PropertyToID("rw_inpainting_pyramid3"); |
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public static readonly int UavInpaintingPyramidMipmap4 = Shader.PropertyToID("rw_inpainting_pyramid4"); |
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public static readonly int UavInpaintingPyramidMipmap5 = Shader.PropertyToID("rw_inpainting_pyramid5"); |
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public static readonly int UavInpaintingPyramidMipmap6 = Shader.PropertyToID("rw_inpainting_pyramid6"); |
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public static readonly int UavInpaintingPyramidMipmap7 = Shader.PropertyToID("rw_inpainting_pyramid7"); |
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public static readonly int UavInpaintingPyramidMipmap8 = Shader.PropertyToID("rw_inpainting_pyramid8"); |
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public static readonly int UavInpaintingPyramidMipmap9 = Shader.PropertyToID("rw_inpainting_pyramid9"); |
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public static readonly int UavInpaintingPyramidMipmap10 = Shader.PropertyToID("rw_inpainting_pyramid10"); |
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public static readonly int UavInpaintingPyramidMipmap11 = Shader.PropertyToID("rw_inpainting_pyramid11"); |
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public static readonly int UavInpaintingPyramidMipmap12 = Shader.PropertyToID("rw_inpainting_pyramid12"); |
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// Constant buffer bindings
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public static readonly int CbFrameInterpolation = Shader.PropertyToID("cbFI"); |
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public static readonly int CbInpaintingPyramid = Shader.PropertyToID("cbInpaintingPyramid"); |
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} |
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} |