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@ -24,7 +24,6 @@ namespace FidelityFX |
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protected static readonly int SrvInputDepth = Shader.PropertyToID("r_input_depth"); |
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protected static readonly int SrvInputDepth = Shader.PropertyToID("r_input_depth"); |
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protected static readonly int SrvInputExposure = Shader.PropertyToID("r_input_exposure"); |
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protected static readonly int SrvInputExposure = Shader.PropertyToID("r_input_exposure"); |
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protected static readonly int SrvDilatedMotionVectors = Shader.PropertyToID("r_dilated_motion_vectors"); |
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protected static readonly int SrvDilatedMotionVectors = Shader.PropertyToID("r_dilated_motion_vectors"); |
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protected static readonly int SrvDilatedDepth = Shader.PropertyToID("r_dilatedDepth"); |
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protected static readonly int SrvReactiveMask = Shader.PropertyToID("r_reactive_mask"); |
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protected static readonly int SrvReactiveMask = Shader.PropertyToID("r_reactive_mask"); |
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protected static readonly int SrvTransparencyAndCompositionMask = Shader.PropertyToID("r_transparency_and_composition_mask"); |
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protected static readonly int SrvTransparencyAndCompositionMask = Shader.PropertyToID("r_transparency_and_composition_mask"); |
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protected static readonly int SrvPrevDilatedMotionVectors = Shader.PropertyToID("r_previous_dilated_motion_vectors"); |
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protected static readonly int SrvPrevDilatedMotionVectors = Shader.PropertyToID("r_previous_dilated_motion_vectors"); |
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@ -171,12 +170,6 @@ namespace FidelityFX |
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public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY) |
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public override void ScheduleDispatch(CommandBuffer commandBuffer, Fsr2.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY) |
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{ |
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{ |
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// Problems to solve:
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// - How do resources (render textures) relate to SRV/UAV bindings? How are those tied together?
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// - What about the SRV/UAVs that are not related to any resources? Where are those filled in?
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// - How do we clear the resources that need to be cleared at dispatch? (SetBufferData)
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// - Shouldn't we use a ComputeBuffer for resources that are one-dimensional and clearly not image data? e.g. SPD atomic counter & Lanczos LUT data
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvInputColor, dispatchParams.ColorDepth, 0, RenderTextureSubElement.Color); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, SrvInputColor, dispatchParams.ColorDepth, 0, RenderTextureSubElement.Color); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, UavExposureMipLumaChange, Resources.SceneLuminance, ShadingChangeMipLevel); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, UavExposureMipLumaChange, Resources.SceneLuminance, ShadingChangeMipLevel); |
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