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@ -239,7 +239,7 @@ namespace FidelityFX |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvReconstructedPrevNearestDepth, Resources.ReconstructedPrevNearestDepth); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedVelocity); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedDepth, Fsr3ShaderIDs.UavDilatedDepth); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedDepth, Resources.DilatedDepth); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvReactiveMask, reactive.RenderTarget, reactive.MipLevel, reactive.SubElement); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvTransparencyAndCompositionMask, tac.RenderTarget, tac.MipLevel, tac.SubElement); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvAccumulation, Resources.Accumulation[frameIndex ^ 1]); |
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@ -319,6 +319,7 @@ namespace FidelityFX |
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ref var output = ref dispatchParams.Output; |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, exposure.RenderTarget, exposure.MipLevel, exposure.SubElement); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedReactiveMasks, Fsr3ShaderIDs.UavDilatedReactiveMasks); |
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if ((ContextDescription.Flags & Fsr3Upscaler.InitializationFlags.EnableDisplayResolutionMotionVectors) == 0) |
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{ |
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