@ -255,18 +255,20 @@ namespace ArmASR
commandBuffer . SetGlobalTexture ( AsrShaderIDs . SrvUpscaleMaximumBiasLut , Resources . MaximumBiasLut ) ;
commandBuffer . SetGlobalTexture ( AsrShaderIDs . SrvUpscaleMaximumBiasLut , Resources . MaximumBiasLut ) ;
commandBuffer . SetGlobalTexture ( AsrShaderIDs . SrvSceneLuminanceMips , Resources . SceneLuminance ) ;
commandBuffer . SetGlobalTexture ( AsrShaderIDs . SrvSceneLuminanceMips , Resources . SceneLuminance ) ;
commandBuffer . SetGlobalTexture ( AsrShaderIDs . SrvAutoExposure , Resources . AutoExposure [ frameIndex ] ) ;
commandBuffer . SetGlobalTexture ( AsrShaderIDs . SrvAutoExposure , Resources . AutoExposure [ frameIndex ] ) ;
commandBuffer . SetGlobalTexture ( AsrShaderIDs . SrvLumaHistory , Resources . LumaHistory [ frameIndex ^ 1 ] ) ;
commandBuffer . SetGlobalTexture ( AsrShaderIDs . SrvInternalTemporalReactive , Resources . InternalReactive [ frameIndex ^ 1 ] ) ;
commandBuffer . SetGlobalTexture ( AsrShaderIDs . SrvNewLocks , AsrShaderIDs . UavNewLocks ) ;
commandBuffer . SetGlobalTexture ( AsrShaderIDs . SrvNewLocks , AsrShaderIDs . UavNewLocks ) ;
if ( ContextDescription . Variant = = Asr . Variant . Quality )
if ( ContextDescription . Variant = = Asr . Variant . Quality )
{
{
commandBuffer . SetGlobalTexture ( AsrShaderIDs . SrvLumaHistory , Resources . LumaHistory [ frameIndex ^ 1 ] ) ;
_mrt [ 0 ] = Resources . InternalUpscaled [ frameIndex ] ; // fColorAndWeight
_mrt [ 0 ] = Resources . InternalUpscaled [ frameIndex ] ; // fColorAndWeight
_mrt [ 1 ] = Resources . LockStatus [ frameIndex ] ; // fLockStatus
_mrt [ 1 ] = Resources . LockStatus [ frameIndex ] ; // fLockStatus
_mrt [ 2 ] = Resources . LumaHistory [ frameIndex ] ; // fLumaHistory
_mrt [ 2 ] = Resources . LumaHistory [ frameIndex ] ; // fLumaHistory
}
}
else
else
{
{
commandBuffer . SetGlobalTexture ( AsrShaderIDs . SrvInternalTemporalReactive , Resources . InternalReactive [ frameIndex ^ 1 ] ) ;
_mrt [ 0 ] = Resources . InternalUpscaled [ frameIndex ] ; // fUpscaledColor
_mrt [ 0 ] = Resources . InternalUpscaled [ frameIndex ] ; // fUpscaledColor
_mrt [ 1 ] = Resources . InternalReactive [ frameIndex ] ; // fTemporalReactive
_mrt [ 1 ] = Resources . InternalReactive [ frameIndex ] ; // fTemporalReactive
_mrt [ 2 ] = Resources . LockStatus [ frameIndex ] ; // fLockStatus
_mrt [ 2 ] = Resources . LockStatus [ frameIndex ] ; // fLockStatus