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@ -118,15 +118,7 @@ namespace FidelityFX |
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// private void InitShaders()
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// {
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// LoadComputeShader("FSR2/ffx_fsr2_compute_luminance_pyramid_pass", ref _computeLuminancePyramidShader, out _computeLuminancePyramidKernel);
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// LoadComputeShader("FSR2/ffx_fsr2_rcas_pass", ref _rcasShader, out _rcasKernel);
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// LoadComputeShader("FSR2/ffx_fsr2_prepare_input_color_pass", ref _prepareInputColorShader, out _prepareInputColorKernel);
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// LoadComputeShader("FSR2/ffx_fsr2_depth_clip_pass", ref _depthClipShader, out _depthClipKernel);
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// LoadComputeShader("FSR2/ffx_fsr2_reconstruct_previous_depth_pass", ref _reconstructPreviousDepthShader, out _reconstructPreviousDepthKernel);
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// LoadComputeShader("FSR2/ffx_fsr2_lock_pass", ref _lockShader, out _lockKernel);
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// LoadComputeShader("FSR2/ffx_fsr2_accumulate_pass", ref _accumulateShader, out _accumulateKernel);
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// LoadComputeShader("FSR2/ffx_fsr2_autogen_reactive_pass", ref _generateReactiveShader, out _generateReactiveKernel);
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// LoadComputeShader("FSR2/ffx_fsr2_tcr_autogen_pass", ref _tcrAutogenShader, out _tcrAutogenKernel);
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// }
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private void CreatePipelines() |
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@ -172,10 +164,6 @@ namespace FidelityFX |
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_commandBuffer.Clear(); |
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// TODO: Should probably use a CommandBuffer here, to queue up all of the commands and dispatch them in one go
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// Use SetRandomWriteTarget to declare UAVs
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// Use ClearRandomWriteTargets to clear all UAVs at once
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if (_firstExecution) |
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{ |
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// TODO: clear values
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