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using System;
using System.Runtime.InteropServices;
using UnityEngine;
namespace FidelityFX.OpticalFlow
{
public static class OpticalFlow
{
public static OpticalFlowContext CreateContext(in ContextDescription contextDescription)
{
throw new NotImplementedException();
}
public struct ContextDescription
{
public Vector2Int resolution;
public OpticalFlowShaders shaders;
}
public struct DispatchDescription
{
public ResourceView color;
public ResourceView opticalFlowVector;
public ResourceView opticalFlowSCD;
public bool reset;
public int backbufferTransferFunction;
public Vector2 minMaxLuminance;
}
[Serializable, StructLayout(LayoutKind.Sequential)]
internal struct OpticalFlowConstants
{
public Vector2Int inputLumaResolution;
public uint opticalFlowPyramidLevel;
public uint opticalFlowPyramidLevelCount;
public int frameIndex;
public uint backbufferTransferFunction;
public Vector2 minMaxLuminance;
}
[Serializable, StructLayout(LayoutKind.Sequential)]
internal struct SpdConstants
{
public uint mips;
public uint numWorkGroups;
public uint workGroupOffsetX;
public uint workGroupOffsetY;
public uint numWorkGroupsOpticalFlowInputPyramid;
public uint pad0_;
public uint pad1_;
public uint pad2_;
}
}
}