using System; using System.Runtime.InteropServices; namespace FidelityFX.FrameGen { public static class FrameInterpolation { public struct ContextDescription { } // TODO: turn all of these into structs public class DispatchDescription { } [Flags] public enum InitializationFlags { EnableDepthInverted = 1 << 0, EnableDepthInfinite = 1 << 1, EnableHDRColorInput = 1 << 3, EnableDisplayResolutionMotionVectors = 1 << 4, EnableJitterMotionVectors = 1 << 5, EnableAsyncSupport = 1 << 6, } [Flags] public enum DispatchFlags { DrawDebugTearLines = 1 << 0, DrawDebugResetIndicators = 1 << 1, DrawDebugView = 1 << 2, } [Serializable, StructLayout(LayoutKind.Sequential)] internal struct Constants { } [Serializable, StructLayout(LayoutKind.Sequential)] internal struct InpaintingPyramidConstants { public uint mips; public uint numWorkGroups; public uint workGroupOffsetX; public uint workGroupOffsetY; } } }