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Couple of minor fixes and comment changes

fsr3.1
Nico de Poel 2 years ago
parent
commit
61e03ec329
  1. 1
      Assets/Scripts/Core/Fsr3UpscalerPass.cs
  2. 3
      Assets/Scripts/Core/Fsr3UpscalerResources.cs

1
Assets/Scripts/Core/Fsr3UpscalerPass.cs

@ -196,7 +196,6 @@ namespace FidelityFX
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip3, Resources.SpdMips, 3);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip4, Resources.SpdMips, 4);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip5, Resources.SpdMips, 5);
// TODO: this seems odd to me, overwriting SpdMips before the result of the previous pass is used. Maybe it reads & writes in the above shader? Need to check.
commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants, 0, Marshal.SizeOf<Fsr3Upscaler.UpscalerConstants>());
commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbSpd, _spdConstants, 0, Marshal.SizeOf<Fsr3Upscaler.SpdConstants>());

3
Assets/Scripts/Core/Fsr3UpscalerResources.cs

@ -119,7 +119,7 @@ namespace FidelityFX
CreateDoubleBufferedResource(InternalUpscaled, "FSR3UPSCALER_InternalUpscaled", contextDescription.MaxUpscaleSize, GraphicsFormat.R16G16B16A16_SFloat);
// Resources FSR3UPSCALER_LumaHistory1/2: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16B16A16_FLOAT, FFX_RESOURCE_FLAGS_NONE
CreateDoubleBufferedResource(LumaHistory, "FSR3UPSCALER_LumaHistory", contextDescription.MaxUpscaleSize, GraphicsFormat.R16G16B16A16_SFloat);
CreateDoubleBufferedResource(LumaHistory, "FSR3UPSCALER_LumaHistory", maxRenderSize, GraphicsFormat.R16G16B16A16_SFloat);
}
public void CreateTcrAutogenResources(Fsr3Upscaler.ContextDescription contextDescription)
@ -148,6 +148,7 @@ namespace FidelityFX
Vector2Int maxRenderSizeDiv2 = maxRenderSize / 2;
// FSR3UPSCALER_IntermediateFp16x1: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE
// TODO: see if these can be combined into one (this is a reusable temporary intermediate buffer used by different passes for different purposes)
commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavFarthestDepth, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R16_SFloat, 1, true);
commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavLumaInstability, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R16_SFloat, 1, true);

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