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@ -379,7 +379,11 @@ SamplerState s_LinearClamp : register(s1); |
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// UAV declarations |
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// UAV declarations |
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#if defined FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH |
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#if defined FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH |
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#if defined(SHADER_API_PSSL) |
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RWTexture2D<FfxUInt32> rw_reconstructed_previous_nearest_depth; // Need to use implicit register binding for random write targets on PS4/5 |
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#else |
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RWTexture2D<FfxUInt32> rw_reconstructed_previous_nearest_depth : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH); |
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RWTexture2D<FfxUInt32> rw_reconstructed_previous_nearest_depth : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH); |
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#endif |
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#endif |
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#endif |
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#if defined FSR2_BIND_UAV_DILATED_MOTION_VECTORS |
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#if defined FSR2_BIND_UAV_DILATED_MOTION_VECTORS |
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RWTexture2D<FfxFloat32x2> rw_dilated_motion_vectors : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_DILATED_MOTION_VECTORS); |
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RWTexture2D<FfxFloat32x2> rw_dilated_motion_vectors : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_DILATED_MOTION_VECTORS); |
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