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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 SrvOpticalFlowMotionVectorFieldX = Shader.PropertyToID("r_optical_flow_motion_vector_field_x");
public static readonly int SrvOpticalFlowMotionVectorFieldY = Shader.PropertyToID("r_optical_flow_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");
}
}