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@ -177,8 +177,8 @@ namespace ArmASR |
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commandBuffer.SetGlobalResource(AsrShaderIDs.SrvInputMotionVectors, dispatchParams.MotionVectors); |
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commandBuffer.SetGlobalResource(AsrShaderIDs.SrvInputExposure, dispatchParams.Exposure); |
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// TODO UAVs in fragment shaders? That seems like it might be a problem...
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commandBuffer.SetGlobalTexture(AsrShaderIDs.UavReconstructedPrevNearestDepth, AsrShaderIDs.UavReconstructedPrevNearestDepth); |
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// UAV binding in fragment shader, index needs to match the register binding in HLSL
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commandBuffer.SetRandomWriteTarget(3, AsrShaderIDs.UavReconstructedPrevNearestDepth); |
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_mrt[0] = AsrShaderIDs.RtDilatedDepth; // fDepth
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_mrt[1] = Resources.DilatedMotionVectors[frameIndex]; // fMotionVector
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@ -186,6 +186,7 @@ namespace ArmASR |
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FragmentProperties.SetConstantBuffer(AsrShaderIDs.CbFsr2, Constants, 0, Constants.stride); |
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BlitFragment(commandBuffer, _mrt); |
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commandBuffer.ClearRandomWriteTargets(); |
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} |
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} |
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@ -276,8 +277,8 @@ namespace ArmASR |
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commandBuffer.SetGlobalTexture(AsrShaderIDs.SrvLumaHistory, Resources.LumaHistory[frameIndex ^ 1]); |
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commandBuffer.SetGlobalTexture(AsrShaderIDs.SrvInternalTemporalReactive, Resources.InternalReactive[frameIndex ^ 1]); |
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// TODO UAVs in fragment shaders? That seems like it might be a problem...
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commandBuffer.SetGlobalTexture(AsrShaderIDs.UavNewLocks, AsrShaderIDs.UavNewLocks); |
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// UAV binding in fragment shader, index needs to match the register binding in HLSL
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commandBuffer.SetRandomWriteTarget(4, AsrShaderIDs.UavNewLocks); |
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if (ContextDescription.Variant == Asr.Variant.Quality) |
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{ |
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@ -296,6 +297,7 @@ namespace ArmASR |
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FragmentProperties.SetConstantBuffer(AsrShaderIDs.CbFsr2, Constants, 0, Constants.stride); |
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BlitFragment(commandBuffer, _mrt); |
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commandBuffer.ClearRandomWriteTargets(); |
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} |
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} |
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