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