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@ -93,8 +93,7 @@ namespace FidelityFX |
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commandBuffer.GetTemporaryRT(UavDilatedDepth, maxRenderSize.x, maxRenderSize.y, 0, FilterMode.Point, GraphicsFormat.R32_SFloat, 1, true); |
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// FSR2_LockInputLuma: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE
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// TODO: should be at render resolution according to the docs (at least when output from Reconstruct & Dilate)
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commandBuffer.GetTemporaryRT(UavLockInputLuma, displaySize.x, displaySize.y, 0, FilterMode.Point, GraphicsFormat.R16_SFloat, 1, true); |
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commandBuffer.GetTemporaryRT(UavLockInputLuma, maxRenderSize.x, maxRenderSize.y, 0, FilterMode.Point, GraphicsFormat.R16_SFloat, 1, true); |
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// FSR2_DilatedReactiveMasks: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8G8_UNORM, FFX_RESOURCE_FLAGS_ALIASABLE
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commandBuffer.GetTemporaryRT(UavDilatedReactiveMasks, maxRenderSize.x, maxRenderSize.y, 0, FilterMode.Point, GraphicsFormat.R8G8_UNorm, 1, true); |
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