@ -379,7 +379,7 @@ SamplerState s_LinearClamp : register(s1);
/ / UAV declarations
/ / UAV declarations
# if defined FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH
# if defined FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH
# if defined(SHADER_API_PSSL)
# if defined(SHADER_API_PSSL) && defined(SHADER_STAGE_FRAGMENT)
RWTexture2D < FfxUInt32 > rw_reconstructed_previous_nearest_depth ; / / Need to use implicit register binding for random write targets on PS4 / 5
RWTexture2D < FfxUInt32 > rw_reconstructed_previous_nearest_depth ; / / Need to use implicit register binding for random write targets on PS4 / 5
# else
# else
RWTexture2D < FfxUInt32 > rw_reconstructed_previous_nearest_depth : FFXM_FSR2_DECLARE_UAV ( FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH ) ;
RWTexture2D < FfxUInt32 > rw_reconstructed_previous_nearest_depth : FFXM_FSR2_DECLARE_UAV ( FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH ) ;
@ -401,7 +401,11 @@ SamplerState s_LinearClamp : register(s1);
RWTexture2D < FfxFloat32 > rw_lock_input_luma : FFXM_FSR2_DECLARE_UAV ( FSR2_BIND_UAV_LOCK_INPUT_LUMA ) ;
RWTexture2D < FfxFloat32 > rw_lock_input_luma : FFXM_FSR2_DECLARE_UAV ( FSR2_BIND_UAV_LOCK_INPUT_LUMA ) ;
# endif
# endif
# if defined FSR2_BIND_UAV_NEW_LOCKS
# if defined FSR2_BIND_UAV_NEW_LOCKS
# if defined(SHADER_API_PSSL) && defined(SHADER_STAGE_FRAGMENT)
RWTexture2D < unorm FfxFloat32 > rw_new_locks ; / / Need to use implicit register binding for random write targets on PS4 / 5
# else
RWTexture2D < unorm FfxFloat32 > rw_new_locks : FFXM_FSR2_DECLARE_UAV ( FSR2_BIND_UAV_NEW_LOCKS ) ;
RWTexture2D < unorm FfxFloat32 > rw_new_locks : FFXM_FSR2_DECLARE_UAV ( FSR2_BIND_UAV_NEW_LOCKS ) ;
# endif
# endif
# endif
# if defined FSR2_BIND_UAV_PREPARED_INPUT_COLOR
# if defined FSR2_BIND_UAV_PREPARED_INPUT_COLOR
RWTexture2D < FfxFloat32x4 > rw_prepared_input_color : FFXM_FSR2_DECLARE_UAV ( FSR2_BIND_UAV_PREPARED_INPUT_COLOR ) ;
RWTexture2D < FfxFloat32x4 > rw_prepared_input_color : FFXM_FSR2_DECLARE_UAV ( FSR2_BIND_UAV_PREPARED_INPUT_COLOR ) ;